
Adon
Adon, a master of Muay Thai, has always lived in the shadow of his teacher and master Sagat. Adon believed his master invincible, until Sagat's defeat at the hands of Ryu. This led Adon to believe that perhaps it was his time to reign as the world's greatest Muay Thai warrior, and he has lost respect for Sagat and aims to pass him up. In learning more about the man who defeated his master, Adon also learned about Akuma and the Satsui no Hado, and now aims to integrate the killing intent into his own Muay Thai art form.
In a nutshell
Adon is an extremely technical character who specializes in controlling space via confusion and mobility. His Jaguar Tooth allows him to avoid and punish fireball characters with relative ease. His various Jaguar Kicks allow him to weave out of certain pesky attacks and punish them severely. Many of Adon's combos require well-timed links. Adon's main weakness is that a lot of his options are, in truth, very risky. Many Adon players will find that a lot of anti-air moves are the final nail in the coffin for their strategies. Provided the player does not recklessly use Adon's move. His pressure, free chip damage, and frame traps will crack even the sturdiest of players. With meter, Projectiles mean nothing to Adon, he possesses an instant overhead at any time with EX Air Jaguar kick, multiple armor breaking moves with or without meter meaning focus attacks mean nothing to him. Adon rewards the patient play with good knowledge of his normals. His Ultra changes cost him some of his pressure at the gain of more consistent damage. Double Ultra gives Adon the tools to handle most if not all situations and even then buffs to his normal ultras allows them to be more consistent. His back throw still has excellent range coupled with the ability to kara cancel it meaning Adon is still deadly upclose.
Players to Watch
Gamerbee (TW), Blockbuster Jon (US)
Ultra SFIV Changes
Character Specific Data
Adon
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 1000 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.05 | Forward Dash Distance: | 1.50 | ||
Back Walk Speed: | 0.035 | Forward Dash Total Frames: | 19 | ||
JUMPING | Back Dash Distance: | 0.75 | |||
Jump Height Apex: | 1.84 | Back Dash Total Frames: | 22 | ||
Jump Total Frames: | 38 (4+34) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.65 | Back Dash Airborne: | 7 | ||
Back Jump Distance | 1.65 | Back Dash Recovery: | 7 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.93 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 1.05 | Face Down Total Frames: | 20 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Jaguar Crunch, EX Jaguar Kick, EX Air Jaguar Kick (2nd Hit) | Hard Knockdowns: | Crouch HK, EX Jaguar Kick (2nd Hit), EX Air Jaguar Kick (2nd Hit) | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Jaguar Kick, EX Jaguar Kick, Jaguar Tooth, EX Jaguar Tooth, Jaguar Revolver, Jaguar Avalanche | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close MP, Close HP, Crouch HP | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 61 | ||||
L1 Focus Attack Forward Dash: | -3 | L2 FA Forward Dash (On Block): | +3 | ||
L1 Focus Attack Back Dash: | -6 | L2 FA Back Dash (On Block): | 0 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 3 | 6 |
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 5 | 15 | -4 | 6 |
Close HP | Close ![]() |
90 | 200 | 60 | HL | sp/su | 8 | 4 | 15 | -1 | 4 |
Close LK | Close ![]() |
35 | 50 | 20 | HL | sp/su | 5 | 3 | 7 | 1 | 4 |
Close MK | Close ![]() |
75 | 100 | 40 | HL | sp/su | 5 | 6 | 9 | -1 | 5 |
Close HK | Close ![]() |
120 | 200 | 60 | HL | - | 7 | 3 | 21 | -6 | -2 |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 3 | 6 | 2 | 5 |
Far MP | Far ![]() |
80 | 100 | 40 | HL | su | 7 | 4 | 13 | -3 | 0 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 3 | 14 | 1 | 5 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | sp/su | 5 | 3 | 8 | 0 | 3 |
Far MK | Far ![]() |
75 | 100 | 40 | HL | - | 8 | 4 | 13 | -3 | 0 |
Far HK | Far ![]() |
40*80 | 100*100 | 40*40 | HL | - | 9 | 2*4 | 17 | -3 | 1 |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | sp/su | 3 | 3 | 6 | 2 | 6 |
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 2 | 11 | 1 | 4 |
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | su | 9 | 3 | 16 | -1 | 4 |
Crouch LK | Crouch ![]() |
40 | 50 | 20 | L | sp/su | 4 | 2 | 7 | 2 | 5 |
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 2 | 14 | -2 | 1 |
Crouch HK | Crouch ![]() |
110 | 200 | 60 | L | - | 9 | 2 | 21 | -5 | - |
Jaguar Crunch | Overhead![]() ![]() |
30*50 | 50*50 | 40*20 | H | - | 23 | 2*2 | 13 | -2 | 3[2] |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 4 | 10 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 7 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 7 | 3 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
45 | 50 | 20 | H | - | 4 | 16 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
85 | 100 | 40 | H | sp | 5 | 8 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 5 | 6 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
40 | 50 | 20 | H | - | 4 | 9 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 6 | 7 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 8 | 5 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
45 | 50 | 20 | H | - | 4 | 12 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
85 | 100 | 40 | H | - | 7 | 4 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
110 | 200 | 60 | H | - | 10 | 3 | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+11 | 2 | 39 | -25 | -25 |
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 39 | -19 | - |
Focus Attack (Level 3) | Level 3 Focus | 140 | 200 | 60 | - | - | 61 | 2 | 44 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | -500/0 | HL | - | 10+11 | 2 | 39 | -25 | -25 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | -500/0 | HL | - | 18+11 | 2 | 39 | -19 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | -500/0 | - | - | 61 | 2 | 44 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | -750/0 | HL | - | 10+11 | 2 | 39 | -19 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Jaguar Carry | Forward Throw | 130 | 140 | 40 | 0.937 | - | 3 | 2 | 20 | - | - |
Jaguar Slam | Back Throw | 130 | 120 | 40 | 1.048 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Jaguar Kick | Jaguar Kick ![]() |
130[90] | 180 | 20/40 | HL | - | 20 | 6 | 21 | -3 | -2 |
Jaguar Kick ![]() |
130[90] | 180 | 20/40 | HL | - | 21 | 7 | 20 | -3 | -2 | |
Jaguar Kick ![]() |
120[100] | 180 | 20/40 | HL | - | 22 | 8 | 20 | -4 | -2 | |
EX Jaguar Kick | Jaguar Kick ![]() |
80*70 | 90*110 | -250/0 | H | - | 20 | 2*3 | 1+21 | -2 | - |
Air Jaguar Kick | Air Jaguar Kick ![]() |
80 | 160 | 10/20 | HL | - | 14 | 7 | After landing 12 | - | - |
Air Jaguar Kick ![]() |
80 | 160 | 10/20 | HL | - | 15 | 5 | After landing 12 | - | - | |
Air Jaguar Kick ![]() |
80 | 160 | 10/20 | HL | - | 16 | 3 | After landing 12 | - | - | |
EX Air Jaguar Kick | Air Jaguar Kick ![]() |
90*70 | 110*90 | -250/0 | HL*H | - | 11 | 5*2 | After landing 12 | - | - |
Rising Jaguar | Rising Jaguar ![]() |
50*80 | 100*70 | 30/20*20 | HL | su | 4 | 2(6)4 | 17+13 | -13 | - |
Rising Jaguar ![]() |
90*50 | 110*70 | 30/20*20 | HL | su | 5 | 2(6)5 | 22+13 | -19 | - | |
Rising Jaguar ![]() |
50*100 | 70*120 | 30/20*20 | HL | su | 5 | 2(6)9 | 22+13 | -23 | - | |
EX Rising Jaguar | Rising Jaguar ![]() |
80*40*40 | 100*60*60 | -250/0 | HL | su | 5 | 4(8)2*6 | 24+10 | -33 | - |
Jaguar Tooth | Jaguar Tooth ![]() |
120 | 150 | 10/40 | HL | - | From wall 12 | 4 | After landing 20 | -4 | 1 |
Jaguar Tooth ![]() |
120 | 150 | 10/40 | HL | - | From wall 13 | 5 | After landing 17 | -1 | 3 | |
Jaguar Tooth ![]() |
120 | 150 | 10/40 | HL | - | From wall 14 | 7 | After landing 18 | -2 | 0 | |
EX Jaguar Tooth | Jaguar Tooth ![]() |
120 | 200 | -250/0 | HL | - | From wall 7 | 7 | After landing 20 | -5 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Jaguar Varied Assault | Super Combo (start) | 62*50x3 | 0 | -1000/0 | HL | - | 1+7 | 3(9)2(11) 2(11)2 |
0 | ||
Jaguar Varied Assault (Standard End) | Super Combo (normal end) | 50*70 | 0 | 0/0 | HL | - | 18 | 3(39)3 | 40 | -64 | - |
Thousand Jaguars | Super Combo (P end) | 30*12xN (N is 5, 7, 10, or 13) |
0 | 0/0 | HL | - | 20 | 3(14)1(2)2(2)1 (3)1(2)2(2)1(3) 1(2)2(2)1(3)1 (2)2(2)1(3)1 |
31 | -12 | - |
Jaguar Assassin | Super Combo (K end) | 30x3*60 | 0 | 0/0 | HL | - | 19 | 3(17)4(6) 3(8)5 |
41+27 | -83 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Jaguar Revolver | Ultra Combo 1 | 60x3*300 | 0 | 0/0 | HL | - | 0+12 | 6(18)4(18)4 | 34 | -17 | - |
Jaguar Avalanche | Ultra Combo 2 | 60x2*45*265 | 0 | 0/0 | HL | - | 0+10 | 4(6)5(23)2 | 25+38 | -82 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | speccancel |
~~ Uses and Strategies ~~ Basic pressure/link tools. Easy to tick throws off of this. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | speccancel |
~~ Uses and Strategies ~~ On hit can combo into grounded Jaguar Kicks. | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | speccancel |
~~ Uses and Strategies ~~ A close elbow hit which can combo into MK Jaguar Kick. A good frame trap is CloseLP to CloseHP. | ||||
File:No image.png |
Close LK |
Close Short | Close lk | speccancel |
~~ Uses and Strategies ~~ An alright move but no real notable use. | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | speccancel |
~~ Uses and Strategies ~~ Often used for frame traps. After diagonal jump | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ No real use except for crossunder shenanigans and possible poor neutral jump attempts. |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ A good poke in combination with his other tools. Catches opponents pretty well. | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ Long range and hard hitting it can also anti air somewhat having opponents land on it. | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ A far reaching and better anti air for the far normals. It has a very good combination of vertical and horizontal range. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | 2 hits |
~~ Uses and Strategies ~~ Breaks normal focus attacks, very long horizontal range, good poke, and good damage off of hit. One of Adon's main/famous tools. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | speccancel |
~~ Uses and Strategies ~~ Main pressure and combo tool. The buff to hitstun allows for more consistent damage especially now that cr.MK can be used now as well. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | speccancel |
~~ Uses and Strategies ~~ Low, fast, and good counterpoke/poke tool. | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ Can sometimes anti air but not super consisnt. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | speccancel |
~~ Uses and Strategies ~~ The low starter since CrouchLP does not hit low. Usually linked into CrouchLP and comboed from there or pressure is put on. | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | speccancel |
~~ Uses and Strategies ~~ Long range, nothing spectacular given the speed of his better normals. But a good tool in combos. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | hardknockdown |
~~ Uses and Strategies ~~ Long range fast sweep. Can sometimes combo off of Instant Air Jaguar Kick. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ Good air to air and sometimes anti air against opponents. | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | speccancel |
~~ Uses and Strategies ~~ Instant overhead that usually allows for combos into Air Jaguar Kick. Really useful on bigger characters and crouch happy players. Leads to lots of good damage or mostly safe pressure. | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ Harder hitting MK essentially. Instant overhead but more risky given the longer recovery and no ability to cancel into air jaguar kick. |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ Looks like it is similar to Sagat's diagonal jump MP but it is not like that. Yes Adon's body contorts weirdly but this is the regular hard hitting jump in normal, and it is easy to anti air. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ Really easy crossup but really low hitstun/blockstun so it is difficult to combo off of. | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ Great crossup that leads to frame traps and easy combos on hit. No real downside to this move. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ Hard hitting but rather long startup so you have to do it somewhat early. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Crunch |
Overhead | f + mp | 2 hits |
~~ Uses and Strategies ~~ Similar to Cody's overhead. Both hit twice breaking regular focus and both are somewhat slow on startup. A good tool to throw out every now and then but susceptible to counterattacks due to its long startup. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Carry |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jaguar Slam |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ Farther range and puts the opponent really close to Adon easy setup to crossup. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Kick |
Jaguar Kick | rdp + ![]() ![]() |
![]() |
~~ Uses and Strategies ~~ One of the reason's Adon is so popular and so hated. This move cleanly beats focus attacks with its regular armor breaking properties. It is usually safe on block provided you do not do the move too close to the opponent. The chip damage is insance off of this move. It can also crossup. It suffers from long startup and easily susceptible to people whose anti airs are on point. LK: Farthest horizontal range. The deeper the hit on block, the more unsafe you are. You want to hit the opponent with just the tip of this move in order to stay safe and not eat a grab, command grab, or reversal uppercut. MK has better vertical range and combos off of more normals where LK does not. HK is the most safe with the most vertical range as well, used to blow up crouch teching players and leads to easy frame traps off of CrouchLP. | ||||
File:No image.png |
Air Jaguar Kick |
Air Jaguar Kick | (in air) ![]() ![]() |
ex is an overhead |
~~ Uses and Strategies ~~ While the move itself do not break armor. It allows for easy pressure provided the player can execute it from the lowest height. The | ||||
File:No image.png |
Rising Jaguar |
Rising Jaguar | dp + ![]() |
5f startup LK is lowerbody invincible travels most horizontally and juggles in corner MK is upperbody invincible travels at around 45 angle HK is startupinvuln and travels at around 60 to 70 angle |
~~ Uses and Strategies ~~ High damage 2 hit uppercut. MK best for FADC since it does more damage on the first hit than second and HK is the opposite. LK is good for BnB and its low invincibility as well as the corner juggle it gives on standing opponents creating huge damage. | ||||
File:No image.png |
Jaguar Tooth |
Jaguar Tooth | hcb + ![]() ![]() |
ex is projectile invincible |
~~ Uses and Strategies ~~ A relatively safe approach. However Adon is in a moving target state where eh can easily be hit out of the move. Even the worst anti air are relatively effective against this move. Do this when you are sure when your opponent will not anti air or to bait out an uppercut. The |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Varied Assault |
Super Combo | qcf ![]() |
|
~~ Uses and Strategies ~~ All versions are unsafe on block but people sometimes struggle with punishing the Punch ender on block. Situational use for this move given the new bonuses Adon gains with | ||||
File:No image.png | Jaguar Varied Assault (Standard End) | Super Combo (Default) | Jaguar Varied Assault (Standard End) | Standard end to Jaguar Varied Assault if no buttons are pressed ![]() |
~~ Uses and Strategies ~~ The wall bounce is mainly for show and pretty much useless. You cannot capitalize on that hit. | ||||
File:No image.png |
Thousand Jaguars |
Super Combo (Punches) | press ![]() |
Perform before standard ender of Jaguar Varied Assault |
~~ Uses and Strategies ~~ Mashing buttons puts out more damage in combos with less hits and guarantees better chip damage. | ||||
File:No image.png |
Jaguar Assassin |
Super Combo (Kicks) | k | Perform before standard ender of Jaguar Varied Assault |
~~ Uses and Strategies ~~ More damage in longer combos. Absolutely do not use this move on block, you are far better off using the punch ender. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Revolver |
Ultra Combo I | qcb ![]() ![]() |
Non-cinematic hit results in ![]() |
~~ Uses and Strategies ~~ Pretty usable on reaction to most fireball characters. Cinematic fireballs like Catastrophe and Sonic Hurricane are easy to go over with this move. | ||||
File:No image.png |
Jaguar Avalanche |
Ultra Combo II | qcf ![]() ![]() |
|
~~ Uses and Strategies ~~ Crappy as an anti air. Mainly used for the damage and FADC combo into as FADC to Ultra 1 is non cinematic. In the corner you can possibly catch the opponent jumping back. But really mainly used for FADC damage. |
The Basics
Combos
Strategy
Matchups
Abel
Abel[No Data] [character page] |
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Adon (Mirror)
Adon[No Data] [character page] |
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Akuma/Gouki
Akuma[No Data] [character page] |
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Balrog/Boxer
Balrog[No Data] [character page] |
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Blanka
Blanka[No Data] [character page] |
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C. Viper
C. Viper[No Data] [character page] |
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Cammy
Cammy[No Data] [character page] |
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Chun-Li
Chun-Li[No Data] [character page] |
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Cody
Cody[No Data] [character page] |
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Dan
Dan[No Data] [character page] |
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Decapre
Decapre[No Data] [character page] |
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Dee Jay
Deejay[No Data] [character page] |
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Dhalsim
Dhalsim[No Data] [character page] |
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Dudley
Dudley[No Data] [character page] |
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E. Honda
E. Honda[No Data] [character page] |
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El Fuerte
El Fuerte[No Data] [character page] |
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Elena
Elena[No Data] [character page] |
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Evil Ryu
Evil Ryu[No Data] [character page] |
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Fei Long
Fei Long[No Data] [character page] |
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Gen
Gen[No Data] [character page] |
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Gouken
Gouken[No Data] [character page] |
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Guile
Guile[No Data] [character page] |
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Guy
Guy[No Data] [character page] |
---|
Hakan
Hakan[No Data] [character page] |
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Hugo
Hugo[No Data] [character page] |
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Ibuki
Ibuki[No Data] [character page] |
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Juri
Juri[No Data] [character page] |
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Ken
Ken[No Data] [character page] |
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M. Bison/Dictator
M. Bison[No Data] [character page] |
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Makoto
Makoto[No Data] [character page] |
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Oni
Oni[No Data] [character page] |
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Poison
Poison[No Data] [character page] |
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Rolento
Rolento[No Data] [character page] |
---|
Rose
Rose[No Data] [character page] |
---|
Rufus
Rufus[No Data] [character page] |
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Ryu
Ryu[No Data] [character page] |
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Sagat
Sagat[No Data] [character page] |
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Sakura
Sakura[No Data] [character page] |
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Seth
Seth[No Data] [character page] |
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T. Hawk
T. Hawk[No Data] [character page] |
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Vega/Claw
Vega[No Data] [character page] |
---|
Yang
Yang[No Data] [character page] |
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Yun
Yun[No Data] [character page] |
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Zangief
Zangief[No Data] [character page] |
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Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 5 | 15 | 24 | -4 | 6 | 16 | 26 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
90 | 200 | 60 | HL | sp/su | 8 | 4 | 15 | 26 | -1 | 4 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close LK | Close ![]() |
35 | 50 | 20 | HL | sp/su | 5 | 3 | 7 | 14 | 1 | 4 | 11 | 14 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close MK | Close ![]() |
75 | 100 | 40 | HL | sp/su | 5 | 6 | 9 | 19 | -1 | 5 | 14 | 20 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
120 | 200 | 60 | HL | - | 7 | 3 | 21 | 30 | -6 | -2 | 18 | 22 | Distance restriction: 1.2 | Reset | Reset | - | - | - | - | - | - | JP: 1 | |||||
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 3 | 6 | 11 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
80 | 100 | 40 | HL | su | 7 | 4 | 13 | 23 | -3 | 0 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 3 | 14 | 24 | 1 | 5 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | sp/su | 5 | 3 | 8 | 15 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
75 | 100 | 40 | HL | - | 8 | 4 | 13 | 24 | -3 | 0 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
40*80 | 100*100 | 40*40 | HL | - | 9 | 2*4 | 17 | 31 | -3 | 1 | 18 | 22 | Distance restriction: 1.2 | Reset | Reset | - | - | - | - | - | - | JP: 0*2 | |||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | sp/su | 3 | 3 | 6 | 11 | 2 | 6 | 11 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 2 | 11 | 17 | 1 | 4 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | su | 9 | 3 | 16 | 27 | -1 | 4 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Crouch LK | Crouch ![]() |
40 | 50 | 20 | L | sp/su | 4 | 2 | 7 | 12 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 2 | 14 | 21 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
110 | 200 | 60 | L | - | 9 | 2 | 21 | 31 | -5 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Jaguar Crunch | Overhead![]() ![]() |
30*50 | 50*50 | 40*20 | H | - | 23 | 2*2 | 13 | 39 | -2 | 3[2] | 13 | 18[17] | [] refers to vs crouching | Reset | Reset | - | - | - | - | - | - | - | |||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 4 | 10 | - | 13 | - | - | Reset | Reset | - | - | - | Lower Body: 1~3F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~5F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 7 | 3 | - | 9 | - | - | Reset | Reset | - | - | - | Lower Body: 1~6F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
45 | 50 | 20 | H | - | 4 | 16 | - | 19 | - | - | Reset | Reset | - | - | - | Lower Body: 1~3F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
85 | 100 | 40 | H | sp | 5 | 8 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~4F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower Body: 1~4F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
40 | 50 | 20 | H | - | 4 | 9 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~3F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~5F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 8 | 5 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~7F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
45 | 50 | 20 | H | - | 4 | 12 | - | 15 | - | - | Reset | Reset | - | - | - | Lower Body: 1~3F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
85 | 100 | 40 | H | - | 7 | 4 | - | 10 | - | - | Reset | Reset | - | - | - | Lower Body: 1~6F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
110 | 200 | 60 | H | - | 10 | 3 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~9F | - | - | - | ||||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+11 | 2 | 39 | 61 | -25 | -25 | 16 | 16 | Range: 1.759 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 39 | 69 | -19 | - | 22 | - | Range: 1.759 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 140 | 200 | 60 | - | - | 61 | 2 | 44 | 106 | - | - | - | - | Range: 1.759, Cannot hit prejump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~60F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | -500/0 | HL | - | 10+11 | 2 | 39 | 61 | -25 | -25 | 16 | 16 | Range: 1.759, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | -500/0 | HL | - | 18+11 | 2 | 39 | 69 | -19 | - | 22 | - | Range: 1.759, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | -500/0 | - | - | 61 | 2 | 44 | 106 | - | - | - | - | Range: 1.759, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~61F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | -750/0 | HL | - | 10+11 | 2 | 39 | 61 | -19 | - | 22 | - | Range: 1.759, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Jaguar Carry | Forward Throw | 130 | 140 | 40 | 0.937 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Jaguar Slam | Back Throw | 130 | 120 | 40 | 1.048 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Jaguar Kick | Jaguar Kick ![]() |
130[90] | 180 | 20/40 | HL | - | 20 | 6 | 21 | 46 | -3 | -2 | 24 | 25 | [] refers to vs airborne | X | Reset | Reset | - | - | - | Lower Body: 4~26F | - | 5~25F | - | ||||
Jaguar Kick ![]() |
130[90] | 180 | 20/40 | HL | - | 21 | 7 | 20 | 47 | -3 | -2 | 24 | 25 | [] refers to vs airborne | X | Reset | Reset | - | - | - | Lower Body: 4~26F | - | 6~27F | - | |||||
Jaguar Kick ![]() |
120[100] | 180 | 20/40 | HL | - | 22 | 8 | 20 | 49 | -4 | -2 | 24 | 26 | [] refers to vs airborne | X | Reset | Reset | - | - | - | - | - | 7~29F | - | |||||
EX Jaguar Kick | Jaguar Kick ![]() |
80*70 | 90*110 | -250/0 | H | - | 20 | 2*3 | 1+21 | 46 | -2 | - | 23 | - | Opponent gains 15x2 meter on hit | X | [2nd Hit]: Hard Knockdown | [2nd Hit]: Hard Knockdown | [1st Hit]: Soft Knockdown, [2nd Hit]: Hard Knockdown | [1st Hit]: Soft Knockdown, [2nd Hit]: Hard Knockdown | - | - | - | All: 1~24F | - | 1~25F | JP: 1*2 | ||
Air Jaguar Kick | Air Jaguar Kick ![]() |
80 | 160 | 10/20 | HL | - | 14 | 7 | After landing 12 | 32 | - | - | - | - | Deals 10 chip damage, height restriction: 0.35 | Reset | Reset | - | - | - | - | - | - | JP: 1 | |||||
Air Jaguar Kick ![]() |
80 | 160 | 10/20 | HL | - | 15 | 5 | After landing 12 | 31 | - | - | - | - | Deals 10 chip damage, height restriction: 0.35 | Reset | Reset | - | - | - | - | - | - | JP: 1 | ||||||
Air Jaguar Kick ![]() |
80 | 160 | 10/20 | HL | - | 16 | 3 | After landing 12 | 30 | - | - | - | - | Deals 10 chip damage, height restriction: 0.35 | Reset | Reset | - | - | - | - | - | - | JP: 1 | ||||||
EX Air Jaguar Kick | Air Jaguar Kick ![]() |
90*70 | 110*90 | -250/0 | HL*H | - | 11 | 5*2 | After landing 12 | 29 | - | - | - | - | Deals 11*9 chip damage, opponent gains 15x2 meter on hit, height restriction: 0.25 | [2nd Hit]: Hard Knockdown | [2nd Hit]: Hard Knockdown | [1st Hit]: Soft Knockdown, [2nd Hit]: Hard Knockdown | [1st Hit]: Soft Knockdown, [2nd Hit]: Hard Knockdown | - | - | - | All: 1~17F | - | 2~25f | JP: 1*2 | |||
Rising Jaguar | Rising Jaguar ![]() |
50*80 | 100*70 | 30/20*20 | HL | su | 4 | 2(6)4 | 17+13 | 45 | -13 | - | 21 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Lower body: 1~5F | Lower body: 1~5F | - | 6F~ | JP: 1*2 | ||||
Rising Jaguar ![]() |
90*50 | 110*70 | 30/20*20 | HL | su | 5 | 2(6)5 | 22+13 | 52 | -19 | - | 21 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Upper body: 1~6F | Upper body: 1~6F | 1~5F | 7F~ | JP: 1*2 | |||||
Rising Jaguar ![]() |
50*100 | 70*120 | 30/20*20 | HL | su | 5 | 2(6)9 | 22+13 | 56 | -23 | - | 21 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | All: 1~6F | All: 1~6F | 1~6F | 6F~ | JP: 0*2 | |||||
EX Rising Jaguar | Rising Jaguar ![]() |
80*40*40 | 100*60*60 | -250/0 | HL | su | 5 | 4(8)2*6 | 24+10 | 58 | -33 | - | 7 | - | Guard advantage based on 1st hit only, opponent gains 10x3 meter on hit | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | All: 1~8F | All: 1~8F | 1~8F | 6F~ | JP: 1*2*3 | |||
Jaguar Tooth | Jaguar Tooth ![]() |
120 | 150 | 10/40 | HL | - | From wall 12 | 4 | After landing 20 | 57 | -4 | 1 | 20 | 25 | 22F to wall | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 7F~ | - | ||||
Jaguar Tooth ![]() |
120 | 150 | 10/40 | HL | - | From wall 13 | 5 | After landing 17 | 56 | -1 | 3 | 21 | 25 | 22F to wall | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 7F~ | - | |||||
Jaguar Tooth ![]() |
120 | 150 | 10/40 | HL | - | From wall 14 | 7 | After landing 18 | 60 | -2 | 0 | 23 | 25 | 22F to wall | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 7F~ | - | |||||
EX Jaguar Tooth | Jaguar Tooth ![]() |
120 | 200 | -250/0 | HL | - | From wall 7 | 7 | After landing 20 | 55 | -5 | - | 22 | - | 22F to wall, opponent gains 15 meter on hit | X | Soft Knockdown | Soft Knockdown | - | - | - | 1F~ until landing | - | 7F~ | JP: 1 | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Jaguar Varied Assault | Super Combo (start) | 62*50x3 | 0 | -1000/0 | HL | - | 1+7 | 3(9)2(11) 2(11)2 |
0 | 47 | Opponent gains 40x4 meter on hit, | [2nd Hit]: Forces stand | [2nd Hit]: Forces stand | Hard Knockdown | Hard Knockdown | - | All: 1~11F | - | - | - | - | JP: 1*2*3*4 | |||||||
Jaguar Varied Assault (Standard End) | Super Combo (normal end) | 50*70 | 0 | 0/0 | HL | - | 18 | 3(39)3 | 40 | 102 | -64 | - | -21 | 2nd Hit can't hit crouching opponents, Frame Advantage based on first hit, opponent gains 40x2 meter on hit | [1st Hit]: Hard Knockdown | [1st Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | 42~88F | JP: 5*6 | ||||
Thousand Jaguars | Super Combo (P end) | 30*12xN (N is 5, 7, 10, or 13) |
0 | 0/0 | HL | - | 20 | 3(14)1(2)2(2)1 (3)1(2)2(2)1(3) 1(2)2(2)1(3)1 (2)2(2)1(3)1 |
31 | 112 | -12 | - | 20 | Press buttons to extend damage, opponent gains 40*10xN meter on hit | [1st Hit]: Forces stand, [Last Hit]: Hard Knockdown | [1st Hit]: Forces stand, [Last Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | JP: 5~18 sequentially | ||||
Jaguar Assassin | Super Combo (K end) | 30x3*60 | 0 | 0/0 | HL | - | 19 | 3(17)4(6) 3(8)5 |
41+27 | 132 | -83 | - | -10 | Frame advantage based on 1st hit, Opponent gains 40*20x3 meter on hit | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | 20F~ | JP: 5*6*7*8 | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Jaguar Revolver | Ultra Combo 1 | 60x3*300 | 0 | 0/0 | HL | - | 0+12 | 6(18)4(18)4 | 34 | 95 | -17 | - | 17 | 3rd ground hit goes into animation, distance can be adjusted by joystick, opponent gains 20x6 meter on hit | X | [3rd Hit~]: Hard Knockdown | [3rd Hit~]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~3F | All: 4~11F | All: 4~11F | - | 2~18F, 23~40F, 45~62F | JP: 1*2*3 | |||
Jaguar Avalanche | Ultra Combo 2 | 60x2*45*265 | 0 | 0/0 | HL | - | 0+10 | 4(6)5(23)2 | 25+38 | 112 | -82 | - | -19 | 3rd hit goes into animation, opponent gains 20x2*40*20x6 meter on hit | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~11F | - | - | - | 8F~ | JP: 1*2*3 | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |