https://wiki.supercombo.gg/api.php?action=feedcontributions&user=Bee+chan&feedformat=atomSuperCombo Wiki - User contributions [en]2024-03-28T23:31:19ZUser contributionsMediaWiki 1.39.2https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru/Introduction&diff=286669Waku Waku 7/Mauru/Introduction2024-02-20T06:14:04Z<p>Bee chan: </p>
<hr />
<div>==Introduction==<br />
'''Mauru''' (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.<br />
<br />
Mauru is often refered as the worst character in the whole game while having excelent damage but extremely commital options, Mauru posesses a few decent normals to play footsies with and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut down his pressure at almost any ranges, He requires to be at melee range to be effective but doesn't have the means to do so.<br />
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]<br />
{{ProConTable<br />
| pros =<br />
* ''' King of Damage ''': Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter.<br />
<br />
* ''' Take the throw?''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames Dead Frames], if you tech a throw in this game you will start a soft thrown animation which thanks to '''Dead frames''' Mauru can use to hit you in your vulnerable frame. In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a very favorable situation for Mauru.<br />
<br />
*'''Reversals''': Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction to any jump ins. Bunbun Typhoon (360 super) is also amazing, if you can pull off the reversal timing is the hardest reversal to punish in the game as you can control its direction both on hit and block.<br />
<br />
| cons = *'''Predictable approach''': Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can play the game. His jumps ins aren't great and can be thrown on landing if not space out and most of his normals have huge hurtboxes which are easily punishable on whiff.<br />
<br />
*'''Weak to Zoning''': Not only Mauru can be out range pretty easilly but he struggles ehavily against zoning, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare.<br />
<br />
*'''Meter dependant''': Mauru strongest and effectivest moves require meter to use. This forces Mauru to start matches more carefully as any mistakes can snowball hard if you don't have any meter with you.<br />
<br />
*'''No winning Matchups''': Mauru is notable for not having a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything that all the characters can do in order to even be able to play the game.<br />
<br />
*'''Commital Options''': Mauru suffers from all of his very commital options, as even your more reliable way of scoring a Knockdown, 5D can whiff at most ranges. His mix up is very predictable and highly punishable, frame traps aren't great. You need to pick your options wisely.<br />
<br />
*'''Bad Lows''': Mauru lows are underwhelming, 2A is fast but combo into your best knockdown options require to be up close if you try to hitconfirm after chaining into itself, 2B is your sweep and is quite slow with very limited combo options, 2C is a joke and 2D is decent high profile.<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru/Introduction&diff=286668Waku Waku 7/Mauru/Introduction2024-02-20T06:09:54Z<p>Bee chan: </p>
<hr />
<div>==Introduction==<br />
'''Mauru''' (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.<br />
<br />
Mauru is often refered as the worst character in the whole game while having excelent damage but extremely commital options, Mauru posesses a few decent normals to play footsies with and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut down his pressure at almost any ranges, He requires to be at melee range to be effective but doesn't have the means to do so.<br />
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]<br />
{{ProConTable<br />
| pros =<br />
* ''' King of Damage ''': Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter.<br />
<br />
* ''' Take the throw?''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames Dead Frames], if you tech a throw in this game you will start a soft thrown animation which thanks to '''Dead frames''' Mauru can use to hit you in your vulnerable frame. In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a very favorable situation for Mauru.<br />
<br />
*'''EX DP''': Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction to any jump ins, thanks to this 27f of invul he can win most Jump in situations.<br />
<br />
| cons = *'''Predictable approach''': Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can play the game. His jumps ins aren't great and can be thrown on landing if not space out and most of his normals have huge hurtboxes which are easily punishable on whiff.<br />
<br />
*'''Weak to Zoning''': Not only Mauru can be out range pretty easilly but he struggles ehavily against zoning, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare.<br />
<br />
*'''Meter dependant''': Mauru strongest and effectivest moves require meter to use. This forces Mauru to start matches more carefully as any mistakes can snowball hard if you don't have any meter with you.<br />
<br />
*'''No winning Matchups''': Mauru is notable for not having a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything that all the characters can do in order to even be able to play the game.<br />
<br />
*'''Commital Options''': Mauru suffers from all of his very commital options, as even your more reliable way of scoring a Knockdown, 5D can whiff at most ranges. His mix up is very predictable and highly punishable, frame traps aren't great. You need to pick your options wisely.<br />
<br />
*'''Bad Lows''': Mauru lows are underwhelming, 2A is fast but combo into your best knockdown options require to be up close if you try to hitconfirm after chaining into itself, 2B is your sweep and is quite slow with very limited combo options, 2C is a joke and 2D is decent high profile.<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru&diff=286667Waku Waku 7/Mauru2024-02-20T05:49:41Z<p>Bee chan: /* Notable Players */ Forgot to change my location lol</p>
<hr />
<div>{{Infobox Character WW7<br />
|name=Mauru<br />
|image=WW7_Mauru.png<br />
|fdash= 105F to cross stage<br />
|bstep= 34 frames (1~34F: invincible)<br />
|prejump= 3 frames<br />
|jumpd=46 frames<br />
|landing=5 frames<br />
|jumpa=123<br />
|fjumpdt=119<br />
|bjumpdt= 118<br />
|fdashdt= <br />
|bstepdt=96<br />
|kdr= 25 frames<br />
|chain= Solo Heavy Series<br />
}} <br />
<br />
{{TOClimit|3}}<br />
<br />
== Move List ==<br />
<br />
==== Standing Normals ====<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_5A_sprite.png <br />
|caption= Hello fellow gentleman<br />
|name=5A<br />
|linkname=5A<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=14<br />
|Guard= Mid<br />
|Dizzy= 5<br />
|Cancel= y<br />
|Startup= 5<br />
|Active= 4<br />
|Recovery= 5<br />
|Adv. Hit= +8<br />
|Adv. Guard= +1<br />
|description= *tied with 2A and 8C for second fastest Mauru normal<br />
*+ on block<br />
*Can be used as an Anti air but is not recomend due to the short range and short vertical hitbox<br />
*Huge range for being a 5A<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_5B_sprite.png <br />
|caption= Boy if you don't-<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= Mid<br />
|Dizzy= 25<br />
|Cancel= n<br />
|Startup= 7<br />
|Active= 5<br />
|Recovery= 12<br />
|Adv. Hit= +8<br />
|Adv. Guard= -2<br />
|description= *Fast and decent AA<br />
*-2 on block so is decently safe<br />
*Can be used in combos<br />
*Less range than 5A<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_5C_sprite.png <br />
|caption= Big steppy<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=18<br />
|Guard= Mid<br />
|Dizzy= 10<br />
|Cancel= y<br />
|Startup= 4<br />
|Active= 2<br />
|Recovery= 6<br />
|Adv. Hit= +9<br />
|Adv. Guard= +1<br />
|description= *Main normal to cancel in specials.<br />
*Fastest Mauru Normal<br />
*Safe on block<br />
*best normal at close ranges<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5D</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_5D_sprite.png <br />
|caption= <br />
|name=5D<br />
|linkname=5D<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=44<br />
|Guard= Mid<br />
|Dizzy= 25<br />
|Cancel= n<br />
|Startup= 7<br />
|Active= 6<br />
|Recovery= 24<br />
|Adv. Hit= KND<br />
|Adv. Guard= -15<br />
|description= *Easier combo finsher at most ranges when you don't have any meter. Moves like Arina J.D are likely to win against this move and other AA like 5B making it not a reliable AA in most MU.<br />
*Decent anti air<br />
*mostly used to set Oki or even catch someone mashing on wake up if they don't wake up with a rising attack<br />
*Really minus on block, this can be punished hard if you use it on any other situation<br />
*Decent horizontal and vertical range<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_2A_sprite.png <br />
|caption= <br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=13<br />
|Guard= Low<br />
|Dizzy= 5<br />
|Cancel= y<br />
|Startup= 5<br />
|Active= 2<br />
|Recovery= 6<br />
|Adv. Hit= +9<br />
|Adv. Guard= +1<br />
|description= *Good range <br />
*Good to pressure and catch buttons for being + on block<br />
*Hits low and is the fastest crouching normal<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_2B_sprite.png <br />
|caption= Dorime <br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=33<br />
|Guard= Low<br />
|Dizzy= 0<br />
|Cancel= n<br />
|Startup= 15<br />
|Active= 4<br />
|Recovery= 20<br />
|Adv. Hit= KND<br />
|Adv. Guard= -9<br />
|description= <br />
*Best range for a crouching normal<br />
*Knockdown the opponent and do good damage<br />
*Slow and relatively minus on block so it can be punished on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_2C_sprite.png <br />
|caption= <br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=17<br />
|Guard= Low<br />
|Dizzy= 5<br />
|Cancel= n<br />
|Startup= 6<br />
|Active= 4<br />
|Recovery= 7<br />
|Adv. Hit= KND<br />
|Adv. Guard= +1<br />
|description= *The shortest Mauru normal<br />
*Moves Mauru forward<br />
*Can eat most of Rai projectiles<br />
*Cause Knockdown but due to the short range is only used when you are extremely close for pressure and catch buttons<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2D</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_2D_sprite.png <br />
|caption= You wanted to do 5D right?<br />
|name=2D<br />
|linkname=2D<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=40<br />
|Guard= Low<br />
|Dizzy= 10<br />
|Cancel= n<br />
|Startup= 9<br />
|Active= 16<br />
|Recovery= 17<br />
|Adv. Hit= KND<br />
|Adv. Guard= -18<br />
|description= *High profile lows in a lot of situations.<br />
*Same range as 2A but really unsafe on block<br />
}}<br />
}}<br />
<br />
==== Air Normals ====<br />
===== <span class="invisible-header">J.A</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JA_sprite.png <br />
|caption= <br />
|name=J.A<br />
|linkname=J.A<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=14<br />
|Guard= high<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 7<br />
|Active= Gnd<br />
|Recovery= -<br />
|Adv. Hit= -<br />
|Adv. Guard= -<br />
|description= *Decent jump in<br />
*better used when jumping from afar<br />
*Mauru Hurtbox extends from the Hitbox so it can be easily anti aired<br />
}}<br />
}}<br />
<br />
<br />
===== <span class="invisible-header">J.B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JB_sprite.png <br />
|caption= <br />
|name=J.B<br />
|linkname=J.B<br />
|input= 7/9 B<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= high<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 9<br />
|Active= 12<br />
|Recovery= GND<br />
|Adv. Hit= -<br />
|Adv. Guard= -<br />
|description= *Good Jump in<br />
*Decent hitbox and it can cross up, this is your main crossup tool, you are going to use this a lot in jump ins because of the good damage and combos on hit, you can link mauru doki after hit the opponent low to the ground with this move.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">J.C</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JC_sprite.png <br />
|caption= Better than 8C<br />
|name=J.C<br />
|linkname=J.C<br />
|input= 7/9 C<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=8~9<br />
|Guard= high<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 7<br />
|Active= -<br />
|Recovery= GND<br />
|Adv. Hit= -<br />
|Adv. Guard= -<br />
|description= <br />
*This move is completely active until it touches the ground<br />
*Normally used as a pressure air to ground button<br />
*Hits multiple times<br />
*1st hit of this attack will strike cross up on a cornered opponent, 2nd hit and beyond will hit same side<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">J.D</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JD_sprite.png <br />
|caption= <br />
|name=J.D<br />
|linkname=J.D<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=44<br />
|Guard= high<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 11<br />
|Active= 4<br />
|Recovery= GND<br />
|Adv. Hit= -<br />
|Adv. Guard= -<br />
|description= *Great Jump in<br />
*Decently fast <br />
*More used in close jump ranges and air to air<br />
}}<br />
}}<br />
<br />
=== Command Normals ===<br />
===== <span class="invisible-header">6.B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_6B_sprite.png <br />
|caption= <br />
|name=6B<br />
|linkname=6B<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=18+37<br />
|Guard= Mid<br />
|Dizzy=45<br />
|Cancel= -<br />
|Startup= 24<br />
|Active= 6<br />
|Recovery= 25<br />
|Adv. Hit= - WSL<br />
|Adv. Guard= -15<br />
|description= *Can be used as a preenctive anti air <br />
*Really unsafe on block<br />
*Air unblockable<br />
}}<br />
}}<br />
<br />
<br />
===== <span class="invisible-header">8.B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_8B_sprite.png <br />
|caption= Why this is not an overhead<br />
|name=8B<br />
|linkname=8B<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= Mid<br />
|Dizzy=25<br />
|Cancel= n<br />
|Startup= 11<br />
|Active= 6<br />
|Recovery= GND<br />
|Adv. Hit= - -<br />
|Adv. Guard= - -<br />
|description= *Main neutral tools against characters like Slash or Tesse.<br />
*Can catch some Rissing attacks, it will lose to Dandy unless you space it perfectly.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">8.C</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JC_sprite.png <br />
|caption= I don't know why you would use this move<br />
|name=8C<br />
|linkname=8C<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=18<br />
|Guard= High<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 5<br />
|Active= GND<br />
|Recovery= - -<br />
|Adv. Hit= - -<br />
|Adv. Guard= - -<br />
|description= *Completely active until it touches the grounds<br />
*It's one singular hit as opposed to 7/9C<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Throw</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_Throw_6B_sprite.png <br />
|caption= Po-i<br />
|name= Ground Throw<br />
|linkname= Ground Throw<br />
|input= 4/6B<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=52<br />
|Guard= Thw<br />
|Dizzy= 0<br />
|Cancel= -<br />
|Startup= 1<br />
|Active= 1<br />
|Recovery= -<br />
|Adv. Hit= KND<br />
|Adv. Guard= -<br />
|description= Mauru throw is considered broken thanks to the existence of '''Dead frames''' (see [https://srk.shib.live/w/Waku_Waku_7/System System]). The character being thrown will always be sent to the corner, when you soft a throw it will start a soft thrown animation that will have a frame of vulnerability where you're unable to block, this frame has a a different timing depending of the character animation.<br />
<br />
*Can be thrown softened within 20F<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_Throw_6B_sprite.png <br />
|caption= Kuuchuu Po-i<br />
|name= Air Throw<br />
|linkname= Air Throw<br />
|input= J.4/6B<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=52<br />
|Guard= Thw<br />
|Dizzy= 0<br />
|Cancel= -<br />
|Startup= 1<br />
|Active= 1<br />
|Recovery= -<br />
|Adv. Hit= KND<br />
|Adv. Guard= -<br />
|description= *Mauru grabs the opponent and throws them at the contrary side he's looking on<br />
*Can be thrown softened within 18F<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Command Grab</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_Command_Grab_sprite.png <br />
|caption= Universal command grab<br />
|name= WakuWaku Nage<br />
|linkname= WakuWaku Nage<br />
|input= 63214D<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=66<br />
|Guard= Thw<br />
|Dizzy= 0<br />
|Cancel= -<br />
|Startup= 1<br />
|Active= 1<br />
|Recovery= -<br />
|Adv. Hit= KND<br />
|Adv. Guard= -<br />
|description= *Main mixing tool <br />
*Mauru grabs the opponent and slaps them in the face<br />
*Links into 5A and EX DP on Tesse in the corner<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Universal Overhead</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_PK_sprite.png <br />
|caption= Universal Overhead<br />
|name= Middle Attack<br />
|linkname= Tsukkomi Chop <br />
|input= A/B+C/D<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= High<br />
|Dizzy= 5<br />
|Cancel= -<br />
|Startup= 24<br />
|Active= 2<br />
|Recovery= 23<br />
|Adv. Hit= 0<br />
|Adv. Guard= -10<br />
|description= *Fairly reactable overhead<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Pursuit</span> =====<br />
{{MoveData<br />
|image= <br />
|caption= Universal Pursuit mechanic<br />
|name= Oshiri Do-n<br />
|linkname= Oshiri Do-n<br />
|input= When a opponent is down 8+any move<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=44<br />
|Guard= Mid<br />
|Dizzy= 0<br />
|Cancel= -<br />
|Startup= 50<br />
|Active= 3<br />
|Recovery= 40<br />
|Adv. Hit= KND<br />
|Adv. Guard= -38<br />
|description= *Universal Pursuit mechanich<br />
*In general is not very used due to long start up and that you can mash out of knockdown to get up quicker<br />
}}<br />
}}<br />
<br />
<br />
===== <span class="invisible-header">Rissing attack</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_5D_sprite.png<br />
|caption= Universal Reversal<br />
|name= Okiagari Gururi'n Kick<br />
|linkname= Okiagari Gururi'n Kick<br />
|input= When down, [8]<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= High<br />
|Dizzy= 20<br />
|Cancel= -<br />
|Startup= 15<br />
|Active= 6<br />
|Recovery= 24<br />
|Adv. Hit= KND<br />
|Adv. Guard= -15<br />
|description= *Universal reversal mechanic<br />
*Good to use when being down but can be punished if the opponent blocks it<br />
}}<br />
}}<br />
<br />
<br />
===== <span class="invisible-header">Super mode</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_Super_mode_sprite.png<br />
|caption= Totoro SSJ<br />
|name= Super Mode<br />
|linkname= <br />
|input= Any 3 buttons<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= Mid<br />
|Dizzy= 50<br />
|Cancel= -<br />
|Startup= 16<br />
|Active= 9<br />
|Recovery= 9<br />
|Adv. Hit= KND<br />
|Adv. Guard= -9<br />
|description= *Relatively safe option<br />
*Amazing neutral tool<br />
*Air Unblockable<br />
*1~24F: invincible.<br />
*Has a decent hitbox<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_236A_B_sprite.png<br />
|image2=WW7_Mauru_236AB_sprite.png<br />
|caption=<br />
|caption2=<br />
|name=Guruguru Punch<br />
|linkname=236X<br />
|input=236A/B/AB<br />
|data=<br />
{{AttackData-WW7 <br />
|version=236A<br />
|Damage=59<br />
|Guard= Mid<br />
|Dizzy= 30<br />
|Cancel= -<br />
|Startup= 19<br />
|Active= 2 (2) 10<br />
|Recovery= 28<br />
|Adv. Hit= KND<br />
|Adv. Guard= -18<br />
|description= <br />
*Slow so can be guarded on reaction<br />
<br />
<br />
}}<br />
{{AttackData-WW7 <br />
|header=no<br />
|version=236B<br />
|Damage=66<br />
|Guard= Mid<br />
|Dizzy= 45<br />
|Cancel= -<br />
|Startup= 21<br />
|Active= 14<br />
|Recovery= 32<br />
|Adv. Hit= KND<br />
|Adv. Guard= -20<br />
|description= *Travels a bit further than A version but is worst in just all aspects<br />
}}<br />
{{AttackData-WW7<br />
|header=no<br />
|version=236AB<br />
|subtitle=ES: "Guruguru Punch"<br />
|Damage=106<br />
|Guard= Mid<br />
|Dizzy= 40<br />
|Cancel= -<br />
|Startup= 2<br />
|Active= 15<br />
|Recovery= 33<br />
|Adv. Hit= WSL<br />
|Adv. Guard= -21<br />
|description= *Really useful for big damage on combos<br />
*Can be used to chip your opponent when they're at low health<br />
*The fastest of all three but the most unsafe on block<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_DokiDoki_sprite.png<br />
|image2=WW7_Mauru_DP_sprite.png<br />
|caption=<br />
|caption2=<br />
|name=Bunbun Copter<br />
|linkname=623X<br />
|input=623A/B/AB<br />
|data=<br />
{{AttackData-WW7 <br />
|version=623A<br />
|Damage=29+30<br />
|Guard= Mid<br />
|Dizzy= 20<br />
|Cancel= -<br />
|Startup= 6<br />
|Active= 3 (3) 1<br />
|Recovery= 36<br />
|Adv. Hit= KND<br />
|Adv. Guard= -24<br />
|description= *5F invincible<br />
*Main meterless Combo tool<br />
<br />
<br />
}}<br />
{{AttackData-WW7 <br />
|header=no<br />
|version=623B<br />
|Damage=22<br />
|Guard= Mid<br />
|Dizzy= 30<br />
|Cancel= -<br />
|Startup= 8<br />
|Active= 3(3)3(3)3<br />
|Recovery= 49<br />
|Adv. Hit= KND<br />
|Adv. Guard= -49<br />
|description= *7 invincibility frames<br />
*Gets higher but is more minus <br />
}}<br />
{{AttackData-WW7<br />
|header=no<br />
|version=623AB<br />
|subtitle=ES: "Bunbun Copter"<br />
|Damage=100<br />
|Guard= Mid<br />
|Dizzy= 45<br />
|Cancel= -<br />
|Startup= 6‼0<br />
|Active= -<br />
|Recovery= 74<br />
|Adv. Hit= KND<br />
|Adv. Guard= -76<br />
|description= Mauru's best AA and the best DP in the entire game, you want to react with this against jump ins, because of the invincibility since frame one that last for 23F you are able to punish most Jump ins for good damage<br />
*Hits on 18/20F of super flash<br />
*1~23F: invincible.<br />
*With whiff on crouching opponents <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_214C_D_sprite.png<br />
|caption=Welcome to -58 city, population you<br />
|name=Body Press<br />
|linkname=214X<br />
|input=214C/D/CD<br />
|data=<br />
{{AttackData-WW7 <br />
|version=214C<br />
|Damage=59<br />
|Guard= High<br />
|Dizzy= 50<br />
|Cancel= -<br />
|Startup= 17<br />
|Active= 5<br />
|Recovery= 59<br />
|Adv. Hit= KND<br />
|Adv. Guard= -49<br />
|description= *Air unblockable<br />
*Amazing damage for an Overhead<br />
*Can be used as a Anti Air<br />
}}<br />
{{AttackData-WW7 <br />
|header=no<br />
|version=214D<br />
|Damage=66<br />
|Guard= High<br />
|Dizzy= 50<br />
|Cancel= -<br />
|Startup= 17<br />
|Active= 5<br />
|Recovery= 67<br />
|Adv. Hit= KND<br />
|Adv. Guard= -57<br />
|description= *Air unblockable<br />
This move is just the C version but being a bit more minus, you're going to be catch even using the C version so is better to just use this button instead<br />
}}<br />
{{AttackData-WW7<br />
|header=no<br />
|version=214CD<br />
|subtitle=ES: "Body Press"<br />
|Damage=104<br />
|Guard= High<br />
|Dizzy= 35<br />
|Cancel= -<br />
|Startup= 5‼4<br />
|Active= 7 (12) 8<br />
|Recovery= 71<br />
|Adv. Hit= KND<br />
|Adv. Guard= -58<br />
|description= this Move is a bit worse if blocked than the D version but hits double, mostly used in combos and you can chipp kill someone with it. An Actual useful move<br />
*Air Unblockable<br />
<br />
}}<br />
}}<br />
<br />
=== Air Special Moves ===<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_DokiDoki_sprite.png<br />
|image2=WW7_Mauru_DP_sprite.png<br />
|caption=<br />
|caption2=<br />
|name=Kuuchuu Bunbun Copter<br />
|linkname=623X<br />
|input=J.623A/B/AB<br />
|data=<br />
{{AttackData-WW7 <br />
|version=J.623A<br />
|Damage=29+30<br />
|Guard= Mid<br />
|Dizzy= 20<br />
|Cancel= -<br />
|Startup= 6<br />
|Active= 3 (3) 1<br />
|Recovery= 36<br />
|Adv. Hit= GND<br />
|Adv. Guard= -24<br />
|description= *5F invincible<br />
<br />
<br />
}}<br />
{{AttackData-WW7 <br />
|header=no<br />
|version=J.623B<br />
|Damage=22<br />
|Guard= Mid<br />
|Dizzy= 30<br />
|Cancel= -<br />
|Startup= 8<br />
|Active= 3(3)3(3)3<br />
|Recovery= 49<br />
|Adv. Hit= GND<br />
|Adv. Guard= -49<br />
|description= *7 invencibility frames<br />
*Gets higher but is more minus <br />
}}<br />
{{AttackData-WW7<br />
|header=no<br />
|version=J.623AB<br />
|subtitle=ES: "Kuchuun Bunbun Copter"<br />
|Damage=100<br />
|Guard= Mid<br />
|Dizzy= 45<br />
|Cancel= -<br />
|Startup= 6‼0<br />
|Active= -<br />
|Recovery= 74<br />
|Adv. Hit= KND<br />
|Adv. Guard= -76<br />
|description= *Hits on 18/20F of super flash<br />
*1~23F: invincible.<br />
}}<br />
}}<br />
<br />
=== DokiDoki ===<br />
===== <span class="invisible-header">DokiDoki</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_DokiDoki_sprite.png<br />
|caption= Yeah,they used all the same animations for this attacks<br />
|name= Bunbun Typhoon<br />
|linkname= <br />
|input= 360+AB<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=14~15<br />
|Guard= Mid<br />
|Dizzy= 5<br />
|Cancel= -<br />
|Startup= 8‼0<br />
|Active= -<br />
|Recovery= 23<br />
|Adv. Hit= KND<br />
|Adv. Guard= -23<br />
|description= *You can move Mauru by imputting 4/6<br />
*Hits on 42/46F of superflash.<br />
* AIR UNBLOCKABLE.<br />
* 1~49F: invincible<br />
*Best Reversal on Wake up, it will win to basically anything when you master this move.<br />
}}<br />
}}<br />
<br />
=== HaraHara ===<br />
===== <span class="invisible-header">HaraHara</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_HaraHara_sprite.png<br />
|caption= <br />
|name= Miracle Voice<br />
|linkname= <br />
|input= 22+AB/CD<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=190<br />
|Guard= -<br />
|Dizzy= 5<br />
|Cancel= -<br />
|Startup= 103<br />
|Active= -<br />
|Recovery= 64<br />
|Adv. Hit= KND<br />
|Adv. Guard= -<br />
|description= *Unblockable<br />
*Projectile<br />
*The best non boss HaraHara move<br />
*Second fastest harahara move<br />
*Great tool as oki<br />
}}<br />
}}<br />
<br />
=== Palette options ===<br />
{{ColorGallery | filePrefix=WW7_Mauru_Color_| colors=<br />
{{ColorGallery/Color|1| text=Color 1 }}<br />
{{ColorGallery/Color|2| text=Color 2 }}<br />
{{ColorGallery/Color|3| text=Color 3 }}<br />
{{ColorGallery/Color|4| text=Color 4 }}<br />
{{ColorGallery/Color|5| text=Color 5 }}<br />
}}<br />
<br />
== Notable Players ==<br />
{| class="wikitable" style="width:100%"<br />
!width="91"|Name <br />
!width="85"|Color<br />
!width="125"|Location<br />
! Contact<br />
! Status<br />
! Notes<br />
! Example Play<br />
|-<br />
| Bee Chan<br />
|style="text-align:center;"| [[File:WW7_Mauru_Color_4.png|Bee|100px]]<br />
| '''Venezuela''' <br />
| [https://twitter.com/Bee_Sempai Twitter]<br />
|'''Retired''' <br />
| Mostly considered one of the strongest Mauru player. known for her work in making the wiki and the Bi weekly series with UltraYoshi. Currently Doesn't play anymore.<br />
| [https://youtu.be/rME1jXZOiVs?t=2346 Link]<br />
|-<br />
| Hurumi<br />
|style="text-align:center;"| [[File:WW7_Mauru_Color_1.png|Hurumi|100px]]<br />
| '''U.S''' <br />
| None<br />
|'''active''' <br />
| Really good Mauru player. She has been playing for a long time and has found moderated success in some of the tournament she has entered.<br />
| [https://www.youtube.com/watch?v=aFtWiCViJ1M Link]<br />
|}<br />
[[Category: Waku Waku 7]]<br />
{{Waku Waku 7}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Advanced_V.G._2/Manami/Combos&diff=252640Advanced V.G. 2/Manami/Combos2023-03-14T18:06:28Z<p>Bee chan: </p>
<hr />
<div>{{AVG2 Character Subnav|char=tamao|short=tam|sub=1}}<br />
<br />
== Combos ==<br />
On the rare occasion that Manami actually finds herself in range to use her chains, she'll mainly be focusing on confirms into either HP Goro Goro Attack for a knockdown, or Banzai Attack to set up a super cancel into EX Goro Goro Attack. Her other combos come from her throws, where she'll mainly be going for a quick jump loop into 5HK > HP Goro Goro Attack, with an optional super cancel at the end.<br />
<br />
=== Basic Combos ===<br />
{|class="wikitable"<br />
|5LP>5LK>5HK xx [4]6HP / [4]6KK xx [4]646P/641236P<br />
|}<br />
[https://youtu.be/5fO3o8LlndQ Video]<br />
Basic standing confirm from jab. When ending with Gottsui Neko Rocket Punch, bear in mind that the super will only connect fully while midscreen.<br />
<br />
{|class="wikitable"<br />
|Throw sj.LK>sj.HK j.LK>j.HK 5HK xx [4]6HP (xx [4]646P)<br />
|}<br />
[https://youtu.be/tsi7gYYuc-I Video]<br />
Jump loop after throw that works anywhere. Perform the super jump as soon as possible -- you can act out of Manami's throw quicker than you'd think.<br />
<br />
{|class="wikitable"<br />
|63214HK sj.LK>sj.HK j.HK 5HK xx [4]6HP (xx [4]646P)<br />
|}<br />
[https://youtu.be/QodZSgW1U5E Video]<br />
Post command grab combo that works anywhere. You can also use this combo if you somehow manage to land 6LP>6LP.<br />
<br />
=== Situational Combos ===<br />
{|class="wikitable"<br />
|j.LK>j.HK 5LP>5LK>5HK xx [4]6LP xx 641236LP<br />
|}<br />
[https://youtu.be/C_SGNZezSWo Video]<br />
Combo into Gottsui Neko Rocket Punch that only works in the corner. Good luck finding an opportunity for this one.<br />
<br />
{|class="wikitable"<br />
|Throw [4]6HK+HP<br />
|}<br />
[https://youtu.be/GiyvYZplXAs Video]<br />
Landing a throw in the corner gives you enough time to charge Ultra Goro Goro Attack so that it actually does damage. Not guaranteed, but it's a very funny unblockable setup.<br />
<br />
{{Navbox-AVG2}}<br />
[[Category:Advanced V.G. 2]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Advanced_V.G._2/Manami/Combos&diff=252639Advanced V.G. 2/Manami/Combos2023-03-14T17:57:25Z<p>Bee chan: </p>
<hr />
<div>{{AVG2 Character Subnav|char=tamao|short=tam|sub=1}}<br />
<br />
== Combos ==<br />
On the rare occasion that Manami actually finds herself in range to use her chains, she'll mainly be focusing on confirms into either HP Goro Goro Attack for a knockdown, or Banzai Attack to set up a super cancel into EX Goro Goro Attack. Her other combos come from her throws, where she'll mainly be going for a quick jump loop into 5HK > HP Goro Goro Attack, with an optional super cancel at the end.<br />
<br />
=== Basic Combos ===<br />
{|class="wikitable"<br />
|5LP>5LK>5HK xx [4]6HP / [4]6KK xx [4]646P/641236P<br />
|}<br />
[https://youtu.be/5fO3o8LlndQ Video]<br />
Basic standing confirm from jab. When ending with Gottsui Neko Rocket Punch, bear in mind that the super will only connect fully while midscreen.<br />
<br />
{|class="wikitable"<br />
|Throw sj.LK>sj.HK j.LK>j.HK 5HK xx [4]6HP (xx [4]646P)<br />
|}<br />
[https://youtu.be/tsi7gYYuc-I Video]<br />
Jump loop after throw that works anywhere. Perform the super jump as soon as possible -- you can act out of Manami's throw quicker than you'd think.<br />
<br />
{|class="wikitable"<br />
|63214HK sj.LK>sj.HK j.HK 5HK xx [4]6HP (xx [4]646P)<br />
|}<br />
Post command grab combo that works anywhere. You can also use this combo if you somehow manage to land 6LP>6LP.<br />
<br />
=== Situational Combos ===<br />
{|class="wikitable"<br />
|j.LK>j.HK 5LP>5LK>5HK xx [4]6LP xx 641236LP<br />
|}<br />
Combo into Gottsui Neko Rocket Punch that only works in the corner. Good luck finding an opportunity for this one.<br />
<br />
{|class="wikitable"<br />
|Throw [4]6HK+HP<br />
|}<br />
Landing a throw in the corner gives you enough time to charge Ultra Goro Goro Attack so that it actually does damage. Not guaranteed, but it's a very funny unblockable setup.<br />
<br />
{{Navbox-AVG2}}<br />
[[Category:Advanced V.G. 2]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Advanced_V.G._2/Manami/Combos&diff=252638Advanced V.G. 2/Manami/Combos2023-03-14T17:53:18Z<p>Bee chan: </p>
<hr />
<div>{{AVG2 Character Subnav|char=tamao|short=tam|sub=1}}<br />
<br />
== Combos ==<br />
On the rare occasion that Manami actually finds herself in range to use her chains, she'll mainly be focusing on confirms into either HP Goro Goro Attack for a knockdown, or Banzai Attack to set up a super cancel into EX Goro Goro Attack. Her other combos come from her throws, where she'll mainly be going for a quick jump loop into 5HK > HP Goro Goro Attack, with an optional super cancel at the end.<br />
<br />
=== Basic Combos ===<br />
{|class="wikitable"<br />
|5LP>5LK>5HK xx [4]6HP / [4]6KK xx [4]646P/641236P<br />
|}<br />
[https://youtu.be/5fO3o8LlndQ Video]<br />
Basic standing confirm from jab. When ending with Gottsui Neko Rocket Punch, bear in mind that the super will only connect fully while midscreen.<br />
<br />
{|class="wikitable"<br />
|Throw sj.LK>sj.HK j.LK>j.HK 5HK xx [4]6HP (xx [4]646P)<br />
|}<br />
Jump loop after throw that works anywhere. Perform the super jump as soon as possible -- you can act out of Manami's throw quicker than you'd think.<br />
<br />
{|class="wikitable"<br />
|63214HK sj.LK>sj.HK j.HK 5HK xx [4]6HP (xx [4]646P)<br />
|}<br />
Post command grab combo that works anywhere. You can also use this combo if you somehow manage to land 6LP>6LP.<br />
<br />
=== Situational Combos ===<br />
{|class="wikitable"<br />
|j.LK>j.HK 5LP>5LK>5HK xx [4]6LP xx 641236LP<br />
|}<br />
Combo into Gottsui Neko Rocket Punch that only works in the corner. Good luck finding an opportunity for this one.<br />
<br />
{|class="wikitable"<br />
|Throw [4]6HK+HP<br />
|}<br />
Landing a throw in the corner gives you enough time to charge Ultra Goro Goro Attack so that it actually does damage. Not guaranteed, but it's a very funny unblockable setup.<br />
<br />
{{Navbox-AVG2}}<br />
[[Category:Advanced V.G. 2]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Advanced_V.G._2/Manami/Combos&diff=252637Advanced V.G. 2/Manami/Combos2023-03-14T17:35:09Z<p>Bee chan: </p>
<hr />
<div>{{AVG2 Character Subnav|char=tamao|short=tam|sub=1}}<br />
<br />
== Combos ==<br />
On the rare occasion that Manami actually finds herself in range to use her chains, she'll mainly be focusing on confirms into either HP Goro Goro Attack for a knockdown, or Banzai Attack to set up a super cancel into EX Goro Goro Attack. Her other combos come from her throws, where she'll mainly be going for a quick jump loop into 5HK > HP Goro Goro Attack, with an optional super cancel at the end.<br />
<br />
=== Basic Combos ===<br />
{|class="wikitable"<br />
|5LP>5LK>5HK xx [4]6HP / [4]6KK xx [4]646P/641236P<br />
|}<br />
Basic standing confirm from jab. When ending with Gottsui Neko Rocket Punch, bear in mind that the super will only connect fully while midscreen.<br />
<br />
{|class="wikitable"<br />
|Throw sj.LK>sj.HK j.LK>j.HK 5HK xx [4]6HP (xx [4]646P)<br />
|}<br />
Jump loop after throw that works anywhere. Perform the super jump as soon as possible -- you can act out of Manami's throw quicker than you'd think.<br />
<br />
{|class="wikitable"<br />
|63214HK sj.LK>sj.HK j.HK 5HK xx [4]6HP (xx [4]646P)<br />
|}<br />
Post command grab combo that works anywhere. You can also use this combo if you somehow manage to land 6LP>6LP.<br />
<br />
=== Situational Combos ===<br />
{|class="wikitable"<br />
|j.LK>j.HK 5LP>5LK>5HK xx [4]6LP xx 641236LP<br />
|}<br />
Combo into Gottsui Neko Rocket Punch that only works in the corner. Good luck finding an opportunity for this one.<br />
<br />
{|class="wikitable"<br />
|Throw [4]6HK+HP<br />
|}<br />
Landing a throw in the corner gives you enough time to charge Ultra Goro Goro Attack so that it actually does damage. Not guaranteed, but it's a very funny unblockable setup.<br />
<br />
{{Navbox-AVG2}}<br />
[[Category:Advanced V.G. 2]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru/Introduction&diff=240597Waku Waku 7/Mauru/Introduction2022-10-15T02:48:37Z<p>Bee chan: /* Introduction */</p>
<hr />
<div>==Introduction==<br />
'''Mauru''' (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.<br />
<br />
Mauru is often refered as the worst character in the whole game having excelent damage but extremely commital options, with a pletora of decently good range buttons and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut him down his pressure at almost any ranges, Mauru needs to be at melee range but doesn't have the means to do so.<br />
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]<br />
{{ProConTable<br />
| pros =<br />
* ''' King of Damage ''': Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter but even without it Mauru damage is very good specially from a jump in where he can often take about 60% of the opponents life<br />
<br />
* ''' Take the throw?''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames Dead Frames], if you tech a throw in this game you will start a soft thrown animation which thanks to '''Dead frames''' Mauru can use to hit you in your vulnerable frame. In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a win win situation for Mauru not matter what you do.<br />
<br />
*'''EX DP''': Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction, thanks to this 27f of invul he can win most Jump in situations<br />
| cons = *'''Predictable approach''': Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can even play the game at all. His jumps ins aren't great and can be thrown on landing and so most of his normals have huge hurtboxes in order to punish him, even when he can kill you in a few interactions it doesn't matter if those interactions never occur specially in high level play.<br />
<br />
*'''Weak to Zoning''': Not only Mauru can be out range pretty easilly but he can't deal with zoning at all, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare every time you play against that character.<br />
<br />
*'''Meter dependant''': Mauru strongest and effectivest moves require meter which can be pretty difficult to aqquire when most characters can rush you down or zone you most of the match, even then just spamming 5C should help you build meter more easily everytime you have the opportunity to do so.<br />
<br />
*'''No winning Matchups''': Mauru is notable for not having a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything all the characters can do in order to even be able to play the game.<br />
<br />
*'''Commital Options''': Mauru suffers from all of his very commital options, as even your more reliable way of scoring a Knockdown 5D can whiff most of the times trying to hit confirm. His mix up is very predictable and highly punishable, frame traps aren't great. You need to pick your options any moment very carefully.<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru/Introduction&diff=240267Waku Waku 7/Mauru/Introduction2022-10-10T23:47:09Z<p>Bee chan: /* Introduction */</p>
<hr />
<div>==Introduction==<br />
'''Mauru''' (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.<br />
<br />
Mauru is often refered as the worst character in the whole game being the big damage gimmicky character of the game, with a pletora of decently good range buttons and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut him down his pressure at almost any ranges, Mauru needs to be at melee range but doesn't have the means to do so.<br />
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]<br />
{{ProConTable<br />
| pros =<br />
* ''' King of Damage ''': Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter but even without it Mauru damage is very good specially from a jump in where he can often take about 60% of the opponents life<br />
<br />
* ''' Take the throw?''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames Dead Frames], if you tech a throw in this game you will start a soft thrown animation which thanks to '''Dead frames''' Mauru can use to hit you in your vulnerable frame. In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a win win situation for Mauru not matter what you do.<br />
<br />
*'''EX DP''': Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction, thanks to this 27f of invul he can win most Jump in situations<br />
| cons = *'''Predictable approach''': Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can even play the game at all. His jumps ins aren't great and can be thrown on landing and so most of his normals have huge hurtboxes in order to punish him, even when he can kill you in a few interactions it doesn't matter if those interactions never occur specially in high level play.<br />
<br />
*'''Weak to Zoning''': Not only Mauru can be out range pretty easilly but he can't deal with zoning at all, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare every time you play against that character.<br />
<br />
*'''Meter dependant''': Mauru strongest and effectivest moves require meter which can be pretty difficult to aqquire when most characters can rush you down or zone you most of the match, even then just spamming 5C should help you build meter more easily everytime you have the opportunity to do so.<br />
<br />
*'''No winning Matchups''': Mauru is notable for not having a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything all the characters can do in order to even be able to play the game.<br />
<br />
*'''Commital Options''': Mauru suffers from all of his very commital options, as even your more reliable way of scoring a Knockdown 5D can whiff most of the times trying to hit confirm. His mix up is very predictable and highly punishable, frame traps aren't great. You need to pick your options any moment very carefully.<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SvC_Chaos:_SNK_Vs_Capcom/Balrog&diff=237678SvC Chaos: SNK Vs Capcom/Balrog2022-09-17T23:56:51Z<p>Bee chan: /* Advanced Strategy */</p>
<hr />
<div>{{TOClimit|3}}<br />
<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|-<br />
! align="center" colspan="2" | マイク・バイソン, Mike Bison<br />
|-<br />
! align="center" colspan="2" | [[image:Boxersvc.gif|"Hmph! Without my fans, I just can't get into this."|center]]<br />
|-<br />
| '''Difficulty''' || Easy<br />
|-<br />
| '''Max Mode Needed?''' || Up to you<br />
|-<br />
| '''Tier Placement''' || Non-Threat (D)<br />
|-<br />
| '''Standing Hitbox''' || ?<br />
|-<br />
| '''Crouching Hitbox''' || Tall<br />
|-<br />
|}<br />
<br />
==Introduction==<br />
[[image:Boxerfacesvc.png|right]]<br />
Balrog, also known as Boxer to avoid international confusion, is an American boxer based on the likeness of the famous boxer Mike Tyson, who in Japan is known as M. Bison. While a charge character, he's a footsies based rushdown character who, in games like Super Turbo, has proven that he's a force to be a reckoned with, and other games, like Champion Edition, to be a total pushover. And unfortunately for Balrog, he's a pushover here. There's worse characters, sure, but if the likes of Dan can pose a threat against him, then it's safe to say he's packing several problems - most notably, playing the patient footsies game in a game where strong movement and zoning are all but absent. Still, if you put in the work, he can get some results and has something to offer; he definitely isn't any less fun, at least.<br />
<br />
{{ ProConTable<br />
| pros=<br />
* Solid pokes and footsies<br />
* Decent charge moves<br />
* Anti-air that can juggle the opponent<br />
* Reliable Exceed<br />
* TAP can dodge some moves<br />
* Very fast dash<br />
* Easy, short, but effective combos<br />
| cons=<br />
* Hard to master<br />
* No command moves<br />
* Most specials and supers can be countered easily<br />
* Exceed has short reach<br />
* Although TAP can dodge some moves, it can't dodge super projectiles<br />
* Zero zoning tools<br />
* Air game is non-existent<br />
* Damage isn't anything to write home about<br />
* Characters with ground control are a nightmare to deal with<br />
}}<br />
<br />
==Moves List==<br />
===Normal Moves===<br />
====Close Normals====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=cl/st.A<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Just a simple punch that can chain into itself, other Light Attacks, and can be normal canceled. Whiffs on small crouching chars.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=cl/st.B<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* A cancelable punch that cannot chain into any Light Attack, but won't whiff on small crouching chars.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=cl.C<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Move for combos, but most of Boxer's combos will be while crouching, probably.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=cl.D<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Can be used like the cl.HP.<br />
}}<br />
}}<br />
<br />
====Far Normals====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=st.C<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* A great attack for poking. Very fast, won't whiff on low crouching chars(Although it can look like), but cannot be normal canceled.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=st.D<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Another poke. Very fast too, and Boxer will walk a little forward while performing this move. Cannot be normal canceled.<br />
}}<br />
}}<br />
<br />
====Crouch Normals====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=cr.A<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Like the s.LP, but won't whiff on small crouching chars(Obviously). You can use this on combos instead of the standing one.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=cr.B<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* A punch that hits low. Strangely enough, this move cannot be normal canceled, and cannot chain into the other Light Attacks.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=cr.C<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Anti-air. Good to use when you're charging down-back, and your opponent wants to do a jump attack on you, or on some punish combos. Can be normal canceled too.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=cr.D<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Mid<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* A punch that hits low and knocks down. Only that. Cannot be normal canceled too, and it lacks reach.<br />
}}<br />
}}<br />
<br />
====Jumping Normals====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=(n)j.A<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Overhead<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Neutral/Diagonal Jumping Attack<br />
* Just a simple punch, very uselesst too, Boxer has better options(I can't even say that the other options are good).<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=(n)j.B<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Overhead<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Neutral/Diagonal Jumping Attack<br />
* Exactly the same as the above.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=(n)j.C<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Overhead<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Neutral/Diagonal Jumping Attack<br />
* Just a jump attack with good damage. Boxer doesn't need to jump that much, so this move is nearly useless for him.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|subtitle=<br />
|caption=<br />
|name=(n)j.D<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Guard=Overhead<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Neutral/Diagonal Jumping Attack<br />
* On Boxer's jumping normals, this is the only one that can crossup the opponent. Nothing special.<br />
}}<br />
}}<br />
<br />
===Special Moves===<br />
(Important note: All of Boxer's Special Moves can be MAX canceled, leading to some good, but hard to do - due to the charge - loops, and some of them can be supercanceled in MAXIMUM Mode, but I can't say that all of them can be MAX canceled into supers, if you could prove, add on the.)<br />
<br />
'''''Buffalo Head'''''<br />
* Charge d, u+P - One of Boxer's classic anti-airs. It has some invincibility frames on the startup, which makes it a good move to use, but isn't good on combos(Due to the startup).<br />
<br />
'''''Wild Smash'''''<br />
* Charge d, u+K - Boxer will do a punch aiming up. The LK won't do anything special, but the HK version will juggle your opponent if it hits, and this is the version that you will use on combos/anti-airs, but watch out, because Boxer will move forward during the move(On each version), which can make the anti-air fail.<br />
<br />
'''''Dash Straight'''''<br />
* Charge b, f+P - Another classic move! Boxer will dash, and do a punch after a little time(This is determined by the button pressed). Good to use on combos too. There is a good trick that you can use with move buffering to make Boxer dash more forward. First, charge back/down-back. Now, do a dash, and press P, Boxer will do the special move after the dash, making him move more forward! This can be used with other characters with charge moves too, and this works with Boxer's other charge moves too! You'll need this strategy in his game. The move can whiff on some crouching chars too.<br />
<br />
'''''Dash Upper'''''<br />
* Charge b, f+K - It can be a classic move, and it's like the move above, but Boxer will do an uppercut after the dash. It will whiff on small crouching chars.<br />
<br />
'''''Dash Ground Straight'''''<br />
* Charge b, df+P - Boxer will do the dash again, but he will do a punch that hits low, and knocks down after the dash. Good to use as a surprising move, and only that.<br />
<br />
'''''Dash Ground Upper'''''<br />
* Charge b, df+K - Like the Dash Upper above, but won't whiff on small crouching chars, and will knock your opponent down.<br />
<br />
'''''Turn Punch''''' ''(aka Turn-around Punch, or simply TAP)''<br />
* Hold PP or KK, and after 2 seconds(Or more) release - This is the move! You probably know how it works, just hold two punch/kick buttons, and after some time, release them. The longer you charge, more damage it will do. It can be MAX canceled into supers too, and while you're charging the two buttons, you can charge back/down-back too, it's not that hard to do. While Boxer is in the "Turn-around" animation, he will dodge mid, and low-hitting moves(Including projectiles).<br />
<br />
===Super Moves===<br />
'''''Crazy Buffalo'''''<br />
* Charge b, f, b, f+P- Boxer will do a series of punches, finishing with a "NO ESCAPE!" punch. It's said that Boxer has good combos involving this super if the last hit whiffs, but I'm not sure about that.<br />
**Press/Hold K - The punches will turn into uppercuts, but do it only if you think that it's cool, because it won't add damage, or something like that. The last hit won't be changed while you're pressing a kick button.<br />
<br />
'''''Gigaton Blow'''''<br />
* Charge b, f, b, f + Kick - Boxer will do a straight punch that can do up to 9 hits. You can juggle your opponent on the corner after this move. I think Boxer has a damaging combo with this super involved too... And I think it's the same mentioned in the other Super. I'll search for it later.<br />
<br />
===Exceed===<br />
{{MoveData<br />
|image=<br />
|subtitle=Charge [db]~df,db,uf+BD<br />
|caption=<br />
|name=Ultimate Smash<br />
|data=<br />
{{AttackData-SVC<br />
|Damage=<br />
|Counter Dmg=<br />
|Guard=Mid<br />
|G. Crush=<br />
|Stun=<br />
|Meter=<br />
|Cancel=<br />
|Startup=<br />
|Active=<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invulnerability=<br />
|description=* Boxer will dash a little forward and then he will do a punch. This move is his most damaging, and will cause a hard knockdown on the opponent. Problems with the input? You can try to Charge df, HCB, uf+KK, it should be easier for you.<br />
}}<br />
}}<br />
<br />
==The Basics==<br />
'''''Boxer's Gameplan'''''<br />
<br />
Balrog isn't a jumper, just know that(Jump only if your opponent is stunned/in a punishable state). Just know your best anti-airs(Like the cr.HP, and the Charge d, u moves) and you'll be fine. If you need to punish, do it with any damaging combo below. For his combos, they aren't that hard, and Boxer can do good damage when he needs. Only that. Good luck in your matches.<br />
<br />
'''''Some Combos''''' ''(Without MAXIMUM Mode)''<br><br />
Boxer's combo options are very good, but I'll put here only some notable combos. You can add some more possible ones if you know some more.<br />
<br />
''1-'' [Jump Attack(You won't need it, but... Use it if you need to)] cr.HP(While charging db), (After the Charge) f/df+P/K - ''2 hits; 3 with a Jump Attack''<br />
<br />
Good combo to begin. The best finishers for it are probably the df+P/K, because they will do a knockdown, and won't whiff on some crouching chars.<br />
<br />
''2-'' [Jump Attack] cr.HP(While charging b/db), (After the Charge) u+HK(While charging b/db), (After the Charge) f+P/K - ''3 hits; 4 with a Jump Attack''<br />
<br />
Variaton of the first one, but with a little more damage. Nothing very special with this combo.<br />
<br />
''3-'' [Jump Attack(Only works on a crossup)] cr.LK, cr.LP(While charging db), (After the Charge) Any Super - ''7/9 hits(Depends of the Super used); 8/10 with a Jump Attack''<br />
<br />
Just Boxer showing what he can do using his hands with a low starter. You can do the combo with some Special Moves too, but the Supers are just more damaging. Well... I said that the cr.LK can't chain into other Light Attacks, and that's true. That above, is actually a link(Chain isn't the same thing as a link). I'll put another example of a link below.<br />
<br />
''4-'' [Jump Attack(Same thing as the above)] cl.HK(While holding b), f.HK, Any Super - ''7/9 hits(Depends of the Super used); 8/10 with a Jump Attack''<br />
<br />
That's it, another link. It's possible too, I can assume. Like the combo above, this can work with some Special Moves too. Move buffering with a dash can help you with this combo.<br />
<br />
''5-'' [Jump Attack] cr.HP(While charging b/db), (After the Charge) u+HK(While charging b/db), (After the Charge) f, b, f+K(Early), (You can charge b/db while on the corner), (After the optional charge) f, b, f+P(Hold K here, just in case you miss the timing) - ''(Up to, with the two supers) 16 hits; 17 with a Jump Attack''<br />
<br />
One of Boxer's most damaging combos! More than one bar of health in damage terms and two damaging Special Moves on only one combo! The sad part is that you'll need to have two levels in your meter. But don't worry with that! If you don't know what to do in MAXIMUM Mode, you can use this combo, because you won't lose your two levels, and you'll be happy with the damage!<br />
<br />
''6-'' [Jump Attack] cr.HP(While charging db), (After the Charge) Exceed - ''2 hits; 3 with a Jump Attack''<br />
<br />
Another damaging combo, but used mostly for punish situations, or while your opponent is stunned. It has almost the same damage as the combo above, and you won't lose meter. Don't worry if you think that ''"It's so hard"'', because you have a shortcut for the Exceed.<br />
<br />
==Advanced Strategy==<br />
'''''A little help for that combo''''' <br />
<br />
Oh, you tried to land that damaging combo with two supers on the corner, but only have one level? Don't worry! You still can do something after the Super! We'll do what we call a "reset". ''"What is this?"'' Well, after most of the Supers, your opponent would be knocked down, right? But and for the moves with juggle properties, what would you do? Watch your opponent fall down? Of course, no. I'll just try to add damage, because it's a combo, you can't waste any opportunity. So let's just add a normal after the Super on the corner, it would be like this:<br />
<br />
[Jump Attack] cr.HP(While charging b/db), (After the Charge) u+HK(While charging b/db), (After the Charge) f, b, f+K(Early), (If on the corner) s.HP(For damage) or cr.LP(If you want a faster move)<br />
<br />
After the normal hits, your opponent will have a hit animation, and will land, but standing! That's where the mind games will begin. You have three options now(Or even more, you can create yours): <br />
* You can jump and do any air normal for an overhead attack, and after that, you can land almost any combo after it(Note: You're on the corner, you can't crossup, obviously);<br />
* You can do an empty jump(A jump without any jumping normal), and after you land, do a combo starting with a low or a low move itself(Can be dangerous depending of the character);<br />
* You can just do a low move/combo on the ground without jumping(Yeah, Boxer lacks a ground overhead).<br />
<br />
'''''Some combos''''' ''(With MAXIMUM Mode)'' <br><br />
I don't know many interesting combos in MAXIMUM Mode, but I saw a loop on a video(I don't know if it is really possible). If you know some more interesting combos, you can add them here.<br />
<br />
''1-'' Charge b/db, f+P, (MAX cancel it on the K version, MAX cancel it on the P version, and there we go) - ''n hits(Where n is the number of loops)''<br />
<br />
That's the loop, and I dunno if it's really possible, I just saw it on a video. Click [https://youtu.be/XyKBz8GCW8c here] if you want to see it.<br />
<br />
''2-'' Charge KK/PP(While Charging b/db), Any super - ''6/10 hits''<br />
<br />
Easy, and can be damaging(The damage is random due to the TAP). Use it on punish situations, or if you want, to counter certain projecties(The ones with bad startup/recovery). It doesn't work with the Exceed too.<br />
<br />
===Match-Ups===<br />
<br />
<br />
{{Navbox-SVC}}<br />
[[Category: SvC Chaos]]<br />
[[Category:Balrog (Boxer)]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=The_King_of_Fighters_%2798/Yamazaki&diff=237478The King of Fighters '98/Yamazaki2022-09-11T21:46:36Z<p>Bee chan: </p>
<hr />
<div>===Colors===<br />
{|<br />
! [[image:snka.gif]]<br />
! [[image:snkb.gif]]<br />
! [[image:snkc.gif]]<br />
! [[image:snkd.gif]]<br />
|-<br />
| [[image:Yamazaki98_colorA.png]]<br />
| [[image:Yamazaki98_colorB.png]]<br />
| [[image:Yamazaki98_colorC.png]]<br />
| [[image:Yamazaki98_colorD.png]]<br />
|}<br />
<br />
==Gameplay Overview==<br />
Yamazaki generally has two modes of play: Using his far reaching normal and specials to keep opponents out with his strong neutral game, and using his strong high/low/command throw mix-ups to relentlessly open up an opponent's defense. To be played optimally, he requires a good sense of zoning and spacing as well as having keen reaction times to punish certain approaches and attacks that one sets up with Yamazaki. Many players seem to exhibit a general game around Yamazaki's far Standing A as it's hard to get around as its reach is pretty long. Characters with short sweeps have a hard time getting around this move because once it whiffs and the opponent commits to a jump/hop or pushing a button outside of Yamazaki's close range, the opponent is susceptible to being hit by Hebi Tsukai (Joudan & Chuudan) (qcb + A/B respectively), a very far reaching sweep, Crouching C which is made safe by whiff canceling into a Hebi Tsukai move then feint canceled, another Standing A, an anti-air super called Guillotine (qcf qcf + P), or far reaching air-to-air attacks such as Jumping B, Jumping C, and Jumping CD. If an opponent recklessly tries to roll into Yamazaki's inner-space, the opponent will become susceptible to not only throws, command throws, and command throw supers that can't be Recovery Rolled but by full blown combos as well. <br />
<br />
*An example would be a character such as Ryo trying to get on Yamazaki from mid-range. Yamazaki's far Standing A would typically hit Ryo out of most of his grounded attempts to approach Yamazaki and the only normals having a cancel of trying to control the area Ryo has are far Standing B and Standing CD. Ryo could try to attack outside of far Standing A range but Yamazaki will make sure that Ryo will remain in range of Hebi Tsukai (Chuudan) (qcb + B) so that Ryo will be forced to block or have something punished by it due to the speed, range, and quick recovery of the move. If Ryo tries to roll around it, Yamazaki is able to either just hold the move and release the Hebi Tsukai when Ryo is finished rolling so that Ryo would be hit or Yamazaki could just feint cancel the Hebi Tsukai by holding the move and pressing D, then go on and punish Ryo as he would like. Ryo could try jumping or hopping but there is a huge risk that he'll be hit by a far Standing A, Crouching C that is canceled, Guillotine, or Hebi Tsukai (Joudan & Chuudan). Now that jumping isn't much of an option nor rolling, Ryo could try to time his attacks such as Kou'ou Ken (qcf + P), Kohou (dp + P), far Standing B, or Standing CD to use their high priority hitboxes to catch one of Yamazaki's limbs during Hebi Tsukai or far Standing A; but Yamazaki's far Standing A is still fast and recovers quickly that it's hard to hit and Yamazaki could wait out for such attempt and use his long sweep to punish Ryo's attacks. It doesn't help either that Ryo's sweep only has moderate range and has difficulty trying to reach Yamazaki. Couple this example and Yamazaki's great jump-in attack, Jumping D, that functions as an instant overhead with huge hit & block stun, damaging, low-hitting, hitconfirm combos, and good command throws and throws that can't be Recovery Rolled, Yamazaki's mid-range and close game are extremely deadly. <br />
<br />
Higher tiered characters, though, could circumvent his game and counter-pressure on the ground and rival Yamazaki in the air with better air-to-air attacks and air-to-ground attacks. Once characters such as Kyo gain the momentum and pressure Yamazaki, it's hard for Yamazaki to get out. Although Guillotine is pretty good for a KOF super in terms of being a reversal, it still trades way too many times against meaty jump-in attacks that aren't even safe jump attempts and Yamazaki's command throw and command throw super have limited range let alone still lose to safe jumps/hops. To play Yamazaki well, one requires to have good reaction and execution to set the pace for the beginning of the round and then work the opponent pragmatically into the corner then apply his great close game.<br />
<br />
==In-depth Analysis==<br />
===[[The King of Fighters 2002/Normals Guide|Movelist]]===<br />
{|border="1"<br />
!width="8%"|<br />
! Frames<br />
! Advantage<br />
! Cancel<br />
! Block<br />
!colspan="2"| Hitbox<br />
! Notes<br />
|-<br />
|colspan="8" align="center"| '''Standing Close'''<br />
|-<br />
! [[image:snka.gif]]<br />
|align="center"| 3/5/5<br />
|align="center"| +2/0<br />
|align="center"| C<br />
|align="center"| HL<br />
|colspan="2" | [[image:Yama98_clA.png|center]]<br />
| Hits mid. Not really that good to pressure or combo with since Yamazaki's other close normals do a better job of doing so.<br />
|-<br />
! [[image:snkb.gif]]<br />
|align="center"| 4/4/7<br />
|align="center"| +1/-1<br />
|align="center"| C<br />
|align="center"| L<br />
|colspan="2" | [[image:Yama98_clB.png|center]]<br />
| Similar to Iori's Close B as it has low hitting properties and is faster than doing Crouching B. This move also has cancelable properties and could combo into another Close B, Crouching B, Crouching A, and Close A. <br />
<br />
|-<br />
! [[image:snkc.gif]]<br />
|align="center"| 2/6/22<br />
|align="center"| -8/-10<br />
|align="center"| C<br />
|align="center"| HL<br />
|colspan="2" | [[image:Yama98_clC.png|center]]<br />
| A good Close C attack that is used typically for bnb combos and frame traps.<br />
|-<br />
! [[image:snkd.gif]]<br />
|align="center"| 5/3*7/16<br />
|align="center"| -3/-5<br />
|align="center"| C/-<br />
|align="center"| HL/HL<br />
|valign="bottom" style="border-right:0px;"| [[image:Yama98_clD1.png|center]]<br />
|valign="bottom" style="border-left:0px;"| [[image:Yama98_clD2.png|center]]<br />
| The first hit is cancelable and the second hit usually whiffs on crouching characters. Once the opponent can't alternate guard and is scared of empty-jump > command throw mix ups, the opponent will try jumping or hopping backwards. If Yamazaki does an empty-hop > f.D during this set up, the opponent will be hit by Close D while jumping/hopping backwards. If the opponent perchance didn't jump or hop back, the opponent will be grabbed by Bun Nage (b or f + D). You could substitute this set up by doing Close C to grab an opponent in the corner to keep the opponent in the corner, but Close is also better on frame advantage after hitting a jumping/hopping back opponent. It's preference.<br />
|-<br />
|colspan="8" align="center"| '''Standing Far'''<br />
|-<br />
! [[image:snka.gif]]<br />
|align="center"| 6/5/7<br />
|align="center"| 0/-2<br />
|align="center"| -<br />
|align="center"| HL<br />
|colspan="2" | [[image:Yama98_stA.png|center]]<br />
| Great far Standing A anti-air. Some characters can't approach Yamazaki because of this move. The opponent has to walk forward to get near Yamazaki's close range but far Standing A stops the opponent. Sometimes the opponent's sweep can't reach under the far Standing A to punish it and the opponent's hop will be beaten by it. The opponent might try full/super jumping over it, but far Standing A recovers too quickly to actually punish it. A really annoyingly good move. It will whiff over most crouching characters, but large characters such as Goro and Chang will be forced to block it even on crouch.<br />
|-<br />
! [[image:snkb.gif]]<br />
|align="center"| 5/4/9<br />
|align="center"| -1/-3<br />
|align="center"| -<br />
|align="center"| HL<br />
|colspan="2" | [[image:Yama98_stB.png|center]]<br />
| A complement to far Standing A. Its range may not be as long as far Standing A but covers that low space to push out crouching characters back towards the tip of far Standing A's range. Hops, although, go over this move. Use well in conjunction with far Standing A.<br />
|-<br />
! [[image:snkc.gif]]<br />
|align="center"| 13/5/26<br />
|align="center"| -11/-13<br />
|align="center"| -<br />
|align="center"| HL<br />
|colspan="2" | [[image:Yama98_stC.png|center]]<br />
| This move is the in between of far Standing A and B due to the fact it hits crouching characters but still covers that far Standing A range. The huge difference is that this move is largely slow and not that reliable.<br />
|-<br />
! [[image:snkd.gif]]<br />
|align="center"| 9/6/26<br />
|align="center"| -12/-14<br />
|align="center"| -<br />
|align="center"| HL<br />
|colspan="2"| [[image:Yama98_stD.png|center]]<br />
| A huge, fast poke. Could be used in frame traps to catch opponents trying to jump out. This move is one of Yamazaki's better punishes from mid-screen to hi the opponent on reaction. Anti-airs jumps spaced from far distance.<br />
|-<br />
! [[image:snkc.gif]]+[[image:snkd.gif]]<br />
|align="center"| 16/8/18<br />
|align="center"| KD/-4<br />
|align="center"| S<br />
|align="center"| HL<br />
|colspan="2"| [[image:Yama98_stCD.png|center]]<br />
| A typical standing CD attack. It's alright as a meaty.<br />
|-<br />
|colspan="8" align="center"| '''Crouching'''<br />
|-<br />
! [[image:snka.gif]]<br />
|align="center"| 5/4/7<br />
|align="center"| +1/-1<br />
|align="center"| C<br />
|align="center"| HL<br />
|colspan="2" | [[image:Yama98_crA.png|center]]<br />
| Cancelable, mid-hitting attack. Doesn't have as much range as st.B in poking a character and pushing the character out but it still benefits from having a smaller hurtbox due to the crouched state of Yamazaki and that it could cancel into a special or super attack. Mainly used in hit-confirm, bnb combos.<br />
|-<br />
! [[image:snkb.gif]]<br />
|align="center"| 5/5/7<br />
|align="center"| 0/-2<br />
|align="center"| -<br />
|align="center"| L<br />
|colspan="2" | [[image:Yama98_crB.png|center]]<br />
| It's slower than Close B but has further range and smaller hurtbox than Close B. Unlike Close B, this move isn't cancelable and has to combo into a different normal to create a combo into a special move. Still a relatively good crouching B attack to pressure with. Of course, this move has low-hitting properties.<br />
|-<br />
! [[image:snkc.gif]]<br />
|align="center"| 4/3+3/24<br />
|align="center"| -10/-12<br />
|align="center"| C<br />
|align="center"| HL<br />
|valign="bottom" style="border-right:0px;"| [[image:Yama98_crC1.png|center]]<br />
|valign="bottom" style="border-left:0px;"| [[image:Yama98_crC2.png|center]]<br />
| A pretty good "Mexican Upper" attack. Covers good vertical range as an anti-air attack. It usually has bad frame advantage or lack there of on hit and block but it could be reduced by canceling into a held Hebi Tsukai (qcb + A/B/C and hold) stance and canceling the stance by pressing the D button. This particular cancel could be done on whiff as well to make this move safer while building meter at the same time. Can combo into Hebi Tsukai (Chuudan & Gedan) on a grounded opponent as well.<br />
|-<br />
! [[image:snkd.gif]]<br />
|align="center"| 8/12/18<br />
|align="center"| KD/-12<br />
|align="center"| -<br />
|align="center"| L<br />
|colspan="2" | [[image:Yama98_crD.png|center]]<br />
| A very lovely sweep. It has great range, and although it is not the fastest sweep it's still pretty fast amongst most of the fast. Compared to many other characters' sweeps, though, this move can't cancel on hit nor whiff.<br />
|-<br />
|colspan="8" align="center"| '''Jump'''<br />
|-<br />
! [[image:snka.gif]]<br />
|align="center"| 3/11<br />
|align="center"| -/-<br />
|align="center"| -<br />
|align="center"| H<br />
|colspan="2" | [[image:Yama98_jA.png|center]]<br />
| A balance between all of Yamazaki's "extreme" jumping attacks. It's similar to Kyo's Jumping B but it has to hit really deep on an opponent to combo into a grounded light attack.<br />
|-<br />
! [[image:snkb.gif]]<br />
|align="center"| 6/9<br />
|align="center"| -/-<br />
|align="center"| -<br />
|align="center"| H<br />
|colspan="2" | [[image:Yama98_jB.png|center]]<br />
| This move has absolute horizontal range below Yamazaki's waist. It's great for air-to-air and covering the ground space during a hop to allow Yamazaki to close in the space between himself and the opponent. Be wary as the space above his waist isn't covered and a well spaced hop or jump on top of Yamazaki's own hop could hit Yamazaki out of this attack. As a light attack, this move doesn't generate much hit-stun on hit so it has to be hit some-what deep to combo but not as extreme as Jumping A has to hit in deep.<br />
|-<br />
! [[image:snkc.gif]]<br />
|align="center"| 5/3+3<br />
|align="center"| -/-<br />
|align="center"| -<br />
|align="center"| H<br />
|valign="bottom" style="border-right:0px;"| [[image:Yama98_jC1.png|center]]<br />
|valign="bottom" style="border-left:0px;"| [[image:Yama98_jC2.png|center]]<br />
| An absolute vertical attack that controls the space from Yamazaki's shoulders and upwards. Acts like an air-to-air or even an "air-to-above" in situations such as a hop vs. a jump. Lack moderate let alone huge horizontal range that his Jumping B and Jumping CD have.<br />
|-<br />
! [[image:snkd.gif]]<br />
|align="center"| 8/9<br />
|align="center"| -/-<br />
|align="center"| -<br />
|align="center"| H<br />
|colspan="2" | [[image:Yama98_jD.png|center]]<br />
| Yamazaki's absolute, vertically downwards attack. Induces large hit-stun and block-stun and it could instant overhead. One could lock down an opponent with frame traps and force the opponent to block a deep Jumping D and Yamazaki could follow up with another hop and do Jumping D early and the Opponent will not be able to punish the hop in between. After the early Jumping D from a hop, the opponent would be able to punish another re-hop if Yamazaki attempts it, but the opponent could be tricked into thinking that and be mixed up by low hitting attacks, command throws, or Forward C/D Option Selects/Frame Traps. Great part of Yamazaki's pressure but lacks Horizontal range to close in or be safe from mid to mid-close distance. It may cross-up in strange instances or with proper set-ups.<br />
|-<br />
! [[image:snkc.gif]]+[[image:snkd.gif]]<br />
|align="center"| 12/4<br />
|align="center"| KD/-<br />
|align="center"| -<br />
|align="center"| HL<br />
|colspan="2"| [[image:Yama98_jCD.png|center]]<br />
| This move compliments Jumping B as it also has pretty good horizontal coverage but above Yamazaki's waist. In return though, it whiffs on most crouching opponents. One of the faster Jumping CD attacks in the game. Doesn't have as much range as Jumping B though.<br />
|-<br />
|colspan="8" align="center"| '''Neutral Jump'''<br />
|-<br />
! [[image:snkb.gif]]<br />
|align="center"| 3/11<br />
|align="center"| -/-<br />
|align="center"| -<br />
|align="center"| H<br />
|colspan="2" | [[image:Yama98_njB.png|center]]<br />
| Functions mostly as an instant overhead to finished off an opponent. Unsafe on hit or block if used in this fashion. As an instant overhead, it's faster than Jumping D so it's harder to block.<br />
|-<br />
! [[image:snkc.gif]]<br />
|align="center"| 12/7<br />
|align="center"| -/-<br />
|align="center"| -<br />
|align="center"| H<br />
|colspan="2" | [[image:Yama98_njC.png|center]]<br />
| Upon falling back towards the ground from a full neutral jump, this is the preferred move to use as an air-to-ground attack. Also used as an air-to-air attack for opponents slightly below Yamazaki where Full Neutral Jump D won't reach.<br />
|-<br />
! [[image:snkd.gif]]<br />
|align="center"| 8/7<br />
|align="center"| -/-<br />
|align="center"| -<br />
|align="center"| H<br />
|colspan="2" | [[image:Yama98_njD.png|center]]<br />
| Similar to Jumping B except it's a hard hitting move. Also a good move to keep an opponent out but it's not need that much since Yamazaki already has a strong enough ground game and air coverage from the hop space. Good to know about though.<br />
|-<br />
|colspan="8" align="center"| '''Command Normals'''<br />
|-<br />
! <br>f + [[image:snka.gif]]<br><br><br />
|align="center"| 12/3(2)5/24<br />
|align="center"| -9/-11<br />
|align="center"| -/-<br />
|align="center"| H/H<br />
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Yama98_fA1.png|center]]<br />
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Yama98_fA2.png|center]]<br />
|rowspan="2"| '''Bussashi - f + A''' <br />
* A two-hit, overhead attack. Can be canceled out of if canceled into from a normal attack, much like many other command normals. Combos from Close C/D, but it will do one hit due to spacing. As an overhead, it's actually pretty fast and hard to respond to at times. Good to mix-up with occasionally.<br />
|-<br />
! f + [[image:snka.gif]] (cancel)<br />
|align="center"| -/-/-<br />
|align="center"| -/-<br />
|align="center"| -/C<br />
|align="center"| HL/HL<br />
|-<br />
|}<br />
===Normal Throws===<br />
<br />
<br />
* '''Shime Age - b or f + C''' - Can't be Roll Recovered<br />
<br />
<br />
* '''Bun Nage - b or f + D''' - Can't be Roll Recovered<br />
<br />
<br />
D throw preferable cause back turned meaty attack.<br />
<br />
===Special Moves===<br />
<br />
<br />
* '''Hebi Tsukai (Joudan) - qcb + A (hold A to delay)''' - A quick, far reaching arm strike that covers the area above about 50° from Yamazaki's shoulders. Great as an anti air and easy to react with. Opponents will be scared to jump because of this move and this move could be held and release on reaction as well as cancel when the opponent approaches on the ground. This move is fairly easy to punish on whiff due to the fact the opponent could close in on Yamazaki on the ground and be at the right range to step in to punish.<br />
<br />
<br />
* '''Hebi Tsukai (Chuudan) - qcb + B (hold B to delay)''' - A quick, far reaching arm strike that covers a flat, horizontal plane from Yamazaki's shoulders. This move is what make opponents hesitant to approach on the ground and in the air since the opponents can't run through it, can't roll if this move is delayed and release as the opponent's roll is about to finish, can't be hopped since it covers that air space, and can't full jump from certain angles since this move will catch those jumps too. This move is fast enough to combo from light attacks and can combo on any character standing up. If Yamazaki does a jump-in attack on a crouching opponent and does light attack hit-confirms such as cr.B > cr.A, the Hebi Tsukai (Chuudan) may whiff on characters with small-height, crouching hitboxes. Otherwise, most of the cast could be forced to block this move on crouch due to medium and large heights on their crouching hitboxes. If an opponent guesses right and rolls through this move properly, this move is vulnerable to a combo on whiff. A close range, full jump could properly land on Yamazaki while avoiding the arm and punish this attack. This move is supplemented in these cases with the ability to delay and cancel the move if the situation is deemed unsafe.<br />
<br />
<br />
* '''Hebi Tsukai (Gedan) - qcb + C (hold C to delay)''' A quick, far reaching arm strike that covers the area below about 45° from Yamazaki's shoulders. It will reach that space that Hebi Tsukai (Chuudan) can't reach and force all crouching opponents to block. This move isn't as fast as the other two Hebi Tsuaki attacks and can't combo from light attacks (as this move could only combo from heavy attacks, a canceled Bussashi (f.A), and Suna Kake (dp + D). Isn't used as prolifically as the other two Hebi Tsukai. Doesn't have as much horizontal range as Hebi Tsukai (Chuudan).<br />
<br />
<br />
* '''Hebi Damashi - Press D while delaying Hebi Tsukai''' - Pretty self-explanatory. The Hebi Tsukai series is almost like Makoto's Hayate series from Street Fighter 3: Third Strike in regards to feint canceling. In this version of KOF 98, doing a lot of instant, feinted Hebi Tsukai builds meter really fast. Due to this quick feinting, it makes Yamazaki's Crouching C really safe on whiff, block, and hit. If one is good enough, a player could confirm a Crouching C on hit on a ground opponent and combo into either Hebi Tsukai (Chuudan) and (Gedan) versions rather than just feint canceling.<br />
<br />
<br />
* '''Sabaki no Aikuchi - (dp + P)''' - Yamazaki strikes multiple times with his dagger. Light version does 2 hits while heavy version does 4 hits. It generally isn't a safe move, especially the heavy version, and it doesn't do much for chip-damage or pressure due to the lack of frame advantage. Overall, it's not a good move.<br />
<br />
<br />
* '''Yakiire - (dp + B)''' - Fast, two-hit, overhead "kick & stomp." It induces hard knockdown. The first hit isn't an overhead and a keen player should be able to react easily to this move. Somewhat safe on block.<br />
<br />
<br />
* '''Suna Kake - (dp + D)''' - Not a particularly quick move nor does it have much horizontal range. This move is mainly used to combo from a heavy attack to knock a crouching opponent up to a standing position to set up for a Hebi Tsukai (Chuudan) (qcb + B). However, st.C > f.A > Hebi Tsukai (Gedan) (qcb + C) hits all characters so the Suna Kake is mainly used for style. Additionally, one could hit with Suna Kake, cancel into Hebi Damashi and run back to the opponent and continue the combo further.<br />
<br />
<br />
* '''Bai Gaeshi (Kyuushuu) - (qcf + A)''' - This move is primarily used for nullifying projectiles. Its actual hitbox to hit an opponent is pretty slow as an anti-air and it doesn't combo from much nor does much damage.<br />
<br />
<br />
* '''Bai Gaeshi (Dan Hassha) - (qcf + C)''' - Similar to Bai Gaeshi (Kyuushuu) but is much slower. In return, this move upon touching a projectile will send back Yamazaki's own deviantart colored projectile that moves quickly across the screen. This move is akin to a slower version of Kula's reflector in later games.<br />
<br />
<br />
* '''Sadomazo - (hcf + K)''' - Yamazaki's counter move that is similar to Dudley's Cross Counter in Street Fighter 3: Third Strike. The difference is that Yamazaki doesn't take damage upon activation. It will beat out most moves except for projectiles, certain supers, and low-hitting attacks. In some cases it could be safe-jumped.<br />
<br />
<br />
* '''Bakudan Pachiki - (hcb f + P)''' - A command throw in the same vein as Benimaru's Benimaru Collider (hcb f + P), as in it has almost instant active frames but lacks the range that other grapplers' command throws have. Due to Yamazaki's low and fast hop speed, this move is great to mix-up with from empty hops. Could use this move to finish combos against characters with low-height, crouching hitboxes that go under Hebi Tsukai (Chuudan) (qcb + B)<br />
<br />
===Desperation Moves===<br />
<br />
<br />
* '''Guillotine - (qcf qcf + P)''' - A great anti-air super. Pretty straight forward and it comes from Crouching B > Crouching A hit-confirms. Loses and trades against quite a number of meaties though on okizeme, thus not a reliable reversal.<br />
<br />
<br />
* '''Drill - (hcb hcb + P)''' - An instant command grab super that has about the same range and Bakudan Pachiki (hcb f + P). Still a good reversal move if the opponent is dumb and tries to meaty/doesn't jump right beside Yamazaki on okizeme. The player could mash the punch button to get different aesthetic ender to this move. A fun move to try to land. Could combo from light attack hit-confirms but is difficult to buffer for most players due to overlapping attack motions. Drill enders are listed below.<br />
Punch Ranbu Tap P 0-4 times during DM Drill<br />
Kick Ranbu Tap P 5-8 times during DM Drill<br />
Rapid Pachiki Tap P 9-12 times during DM Drill<br />
Repeated Hebi Tsukai Tap P 13+ times during DM Drill<br />
Rapid Aikuchi Tap P 5-8 times during SDM Drill<br />
Rapid Stomps Tap P 0-4 times during SDM Drill<br />
Rapid Shime Age Tap P 9-12 times during SDM Drill<br />
Chou Repeated Hebi Tsukai Tap P 13+ times during SDM Drill<br />
Chouhatsu Tap any button after Drill ends'''<br />
<br />
== Fastest Attacks ==<br />
<br />
<br />
* 0F: C throw; D throw; hcb f + P; (S)DM hcb hcb + P<br />
* 1F: - <br />
* 2F: '''cl.C'''<br />
* 3F: '''cl.A'''<br />
* 4F: '''cl.B'''; '''cr.C'''<br />
* 5F: '''cl.D'''; st.B; '''cr.A'''; cr.B<br />
* 6F: st.A<br />
* 7F: -<br />
* 8F: cr.D<br />
* 9F: st.D<br />
* 10F: -<br />
<br />
<br />
==Combos==<br />
<br />
<br />
* Best jump-ins:<br />
** j.D<br />
** j.A (j.A has to hit in really deep to combo into a light attack compared to j.B.)<br />
** j.B<br />
<br />
<br />
* cl.B / cr.B x 2, cr.A > Hebi Tsukai (Chuudan) (qcb + B) (Whiff on certain crouching characters.)<br />
Note that cl.B could be substituted with cr.B since cl.B's activation range is limited and doing two might not be feasible on certain characters. Could cut down the bnb to a single cl.B or cr.B if needed. cl.B is preferred at times due to the fact it comes out faster than cr.B and is easier to combo from j.A and j.B.<br />
<br />
<br />
* cr.B / cl.B, cr.A / cl.B ><br />
** (S)DM Drill (hcb hcb + P) (SDM/MAX use only one weak attack.)<br />
** (S)DM Guillotine (qcf qcf + P)<br />
** Bakudan Pachiki (hcb f + P) (MAX use only one weak attack.)<br />
** Hebi Tsukai (Chuudan) (qcb + B) (Whiff on certain crouching characters.)<br />
<br />
<br />
* cr.C / cl.C / cl. D (1 hit) ><br />
** (S)DM Drill (hcb hcb + P) <br />
** (S)DM Guillotine (qcf qcf + P)<br />
** Bakudan Pachiki (hcb f + P)<br />
** dp + C (Very close on MAX or will miss second hit.)<br />
** Suna Kake (dp + D) (Very close. Point blank on MAX and must cancel immediately.)<br />
*** qcb + A/B/C (hold) > D (Cancel), run,<br />
**** cr.C > qcb + B (Timming required.)<br />
**** cr.D (Timming required.)<br />
*** Hebi Tsukai (Gedan) (qcb + C) (Out of MAX.)<br />
*** Hebi Tsukai (Chuudan) (qcb + B)<br />
** dp + B<br />
** dp + A<br />
** f + A (1st hit will miss) ><br />
*** Hebi Tsukai (Gedan) (qcb + C) (Out of MAX.)<br />
*** Hebi Tsukai (Chuudan) (qcb + B) (Whiff on certain crouching characters.)<br />
Suna Kake (dp + D) > qcb + B will hit any crouching opponent, because dp + D stand up the crounching oppnent during hitstun and allows the opponent to be hit by a Hebi Tsukai (Chuudan).<br />
<br />
<br />
* Point blank: dp + D > qcb + A/B/C (hold) > D (Cancel), run, any combo. (Timming required.)<br />
<br />
<br />
* Simple buffers:<br />
** cl.B / cl.D (1 hit) > (S)DM qcf qcf + P<br />
*** qcf + B/D > qcf + P<br />
** cr.B, cl.A > (S)DM qcf qcf + P<br />
*** cr.B, qcf + A > qcf + P (As cr.B is not cancelable, qcf + A will chain into a normal attack.)<br />
** cl.D (1 hit) > (S)DM hcb hcb + P<br />
*** hcb + D > hcb + P<br />
** cr.B, cl.A / cl.B > (S)DM hcb hcb + P<br />
*** cr.B, hcb + A/B > hcb + P (As cr.B is not cancelable, hcb + A/B will chain into a normal attack.)<br />
<br />
<br />
{{StrategyCorner|<br />
* MAX: cl.C > {{hcb}} {{f}} + P<br />
<br />
deals considerable less damage (~ cl.C + 1/2 cl.A) than<br />
<br />
* cl.C > DM {{hcb}} {{hcb}} + P (Lv. 4)<br />
<br />
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.<br />
}}<br />
<br />
<br />
== Links ==<br />
{{Navbox-KOF98}}<br />
[[Category:The King of Fighters '98: The Slugfest]]<br />
[[Category:Ryuji Yamazaki]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru/Introduction&diff=236327Waku Waku 7/Mauru/Introduction2022-08-30T21:25:20Z<p>Bee chan: /* Introduction */</p>
<hr />
<div>==Introduction==<br />
'''Mauru''' (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.<br />
<br />
Mauru is often refered as the worst character in the whole gane being the big damage gimmicky character of the game, with a pletora of decently good range buttons and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut him down his pressure at almost any ranges, Mauru needs to be at melee range but doesn't have the means to do so.<br />
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]<br />
{{ProConTable<br />
| pros =<br />
* ''' King of Damage ''': Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter but even without it Mauru damage is very good specially from a jump in where he can often take about 60% of the opponents life<br />
<br />
* ''' Take the throw?''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames Dead Frames], if you tech a throw in this game you will start a soft thrown animation which thanks to '''Dead frames''' Mauru can use to hit you in your vulnerable frame. In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a win win situation for Mauru not matter what you do.<br />
<br />
*'''EX DP''': Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction, thanks to this 27f of invul he can win most Jump in situations<br />
| cons = *'''Predictable approach''': Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can even play the game at all. His jumps ins aren't great and can be thrown on landing and so most of his normals have huge hurtboxes in order to punish him, even when he can kill you in a few interactions it doesn't matter if those interactions never occur specially in high level play.<br />
<br />
*'''Weak to Zoning''': Not only Mauru can be out range pretty easilly but he can't deal with zoning at all, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare every time you play against that character.<br />
<br />
*'''Meter dependant''': Mauru strongest and effectivest moves require meter which can be pretty difficult to aqquire when most characters can rush you down or zone you most of the match, even then just spamming 5C should help you build meter more easily everytime you have the opportunity to do so.<br />
<br />
*'''No winning Matchups''': Mauru is notable for not having a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything all the characters can do in order to even be able to play the game.<br />
<br />
*'''Commital Options''': Mauru suffers from all of his very commital options, as even your more reliable way of scoring a Knockdown 5D can whiff most of the times trying to hit confirm. His mix up is very predictable and highly punishable, frame traps aren't great. You need to pick your options any moment very carefully.<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Street_Fighter_3:_3rd_Strike/Alex/Strategy&diff=235613Street Fighter 3: 3rd Strike/Alex/Strategy2022-08-29T08:18:00Z<p>Bee chan: </p>
<hr />
<div>= Strategies =<br />
=== Overview ===<br />
<br />
Alex is a low tier character, who is afflicted with being the other half of Hugo, in that he's fast, but his grabs aren't particularly good. His EX Techniques are very useful, as they make his regularly unsafe moves safe(ish).<br />
<br />
=== Basics ===<br />
<br />
=== Super Art Selection ===<br />
<br />
Use Super Art: SA2 (Boomerang Raid). Why? Alex's EX moves make him a much better character, and SA2 has the most meter to store EX moves. SA2 is also the easiest super art to combo into. Why not SA1? Because it has a 3 frame start up, that's why. The opponent can just jump out of it if it's not properly set up. The only time that it is ever guaranteed is after amp or[[File:Hp.png]] Flash Chop. Why not SA3? Because the Stun Gun trap is escapable. It's not easy, but its possible.<br />
<br />
The other two supers tend to rely on gimmicks to land. As we all know, gimmicks only work once on a competent opponent, if at all.<br />
<br />
*'''SA1'''<br />
** <font color=green>''Big Damage''</font><br />
** <font color=red>''Harder to setup than other supers''</font><br />
*** Use on: Low stamina characters - Low stamina means that this super can really frighten an offensive player.''<br />
<br />
*'''SA2''' <br />
** <font color=green>''Large capacity for EX Moves''</font><br />
** <font color=green>''It can be hit confirmed''</font><br />
** <font color=red>''Opponent may not be grabbed if SA2 wasn't done at fair range''</font><br />
*** Use on: All<br />
<br />
*'''SA3'''<br />
** <font color=green>''Small meter, big damage''</font><br />
** <font color=red>''Trap can be escaped''</font><br />
** <font color=red>''Small capacity for EX Techniques''</font><br />
*** Use on:<br />
****Characters with no anti air - SA3 can be good anti air move against characters with no fast start up anti airs (such as Ryu's Shoryuken).<br />
****Chun-Li - After you blocked her air D+[[File:Mk.png]] you can punish it with SA3.<br />
<br />
=== Kara-Techniques ===<br />
<br />
'''Throw'''<br><br />
Alex's prime kara-throw normal is ''F[[File:Hp.png]]''. (F[[File:Hp.png]] x Throw)<br />
<br />
Alex can also kara-power bomb, with [st.LP] [→ ↘ ↓ ↙ ←] [→ HP ~ LP]. <br />
<br />
A kara-throw is cancelling a normal move into a throw before the normal technique executes, extending your grab range. They are incredibly tight to execute.<br />
<br />
To grasp what it is you're supposed to be seeing after a successful Kara-Throw, watch the feet of your character. If you see dust appear around them, and visually see the sprite move forward, you have successfully performed a Kara-Throw.<br />
<br />
=== Neutral ===<br />
<br />
'''Pokes'''<br />
<br />
* cr.MP is a very strong poke, as it is very fast, safe, and covers up a good amount of space. HOWEVER, it is weak to both forward and down parry, so overuse of this will quickly get yourself in trouble.<br />
* forward.MP is slower and has slightly less range than cr.MP, but requires are forward parry, and has a great vertical hitbox, letting you tag jumpers.<br />
* cr.MK is a great low poke to stop walkers in their tracks. <br />
<br />
'''Anti Airs'''<br />
<br />
* cl.MP is a lightning fast reliable anti air.<br />
* cr.HP is a slow, but beefy anti air with multiple hits.<br />
* j.MP is your go to air to air. j.HK can be useful in ranged situations. <br />
<br />
'''Tricks'''<br />
* EX Stomp can be a great tool to catch fireball/preemptive pokers off guard, as it often avoids their move.<br />
<br />
=== Mixups ===<br />
<br />
'''HIGH'''<br />
<br />
Alex's standing [[File:Hp.png]] and UOH are useful. <br />
Strong high section techniques include;<br />
* [[File:Hp.png]] - Does a ton of stun, somewhat ambiguous animation, and is relatively safe on block. <br />
* Meaty UOH x SA2. <br />
* Meaty Close [[File:Mk.png]] x [[File:Hk.png]]/[[File:Mk.png]] Stomp are also useful tools at lower levels, as you can cross up for a left/right. However, be warned that tapping in any direction performs a block/parry OS against crossups, so use sparingly against a familiar opponent. Useful for DDT setups.<br />
<br />
'''LOW'''<br />
* Regarding Alex's low mix-ups, c.[[File:Lk.png]], c.[[File:Mk.png]], and c.[[File:Hk.png]] are all lows. <br />
* Alex's target combo of c.[[File:Lk.png]] > c.[[File:Mk.png]] lets him get more reward off of his c.[[File:Lk.png]], and the sweep can be used as a high risk callout. (It is quite unsafe on block though, so use carefully.)<br />
<br />
<br />
'''THROW'''<br />
* As is the way with all the characters in the game, an additional layer of Strike/Throw can be layered into your mixups.<br />
* Power Bomb, being a command grab, is a high-risk middling-reward tool. Alex's is not especially rewarding, both in damage and in positioning, but it is an important tool nonetheless.<br />
* Tick throwing is an important tool for any grappler - by throwing right as your opponent leaves blockstun, you can beat out any option asides from invuln/jumping. <br />
* Tick throwing from st.[[File:Lp.png]]/st.[[File:Mk.png]]/ > Power Bomb can be an especially powerful tool, and you can mix it up with normal attacks to catch jumpers. <br />
* Given Alex's little reward off of Power Bomb, however, comes the importance of using regular throws - although they are techable, they are significantly safer, as if your opponent jumps out of your throw, you can block punishes that would catch Power Bomb otherwise.<br />
* DDT is a unique command grab, in that it has good range and oki, but whiffs on crouchers. This makes it a very risky tool on its own, but is quite useful to bait parries/people afraid of overheads. Meaty cl.[[File:Mk.png]] x [[File:Mk.png]] DDT can be used where one would expect a stomp, which can catch parry/high block attempts.<br />
<br />
=== Additional Notes ===<br />
<br />
*Personal Action: Alex's damage done on the next attack increases. Holding Fierce and Roundhouse keeps this action going. If Alex rotates his arm 7 times, the damage increase is maxed out. This can be done in multiple taunts.</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Street_Fighter_3:_3rd_Strike/Alex&diff=235612Street Fighter 3: 3rd Strike/Alex2022-08-29T08:17:17Z<p>Bee chan: /* Super Art Selection */</p>
<hr />
<div>[[Image:Alex3sport.gif|frame|right|Alex's Character Select Portrait]]<br />
[[Image:Alex3s-stance.gif|frame|right|Alex's Neutral Stance]]<br />
==Introduction==<br />
Alex, who hails from New York, is the main character in the Street Fighter III series. His appearance slightly mimics that of professional wrestler Hulk Hogan. He wears green overalls, brown combat boots and an identifying red headband.<br />
<br />
As the new main character of Street Fighter at the time, Alex was created to be another well-rounded character like Ryu and Ken, but also original from the Shoto archetype. As such, he is a semi-grappler who is both strong and decently swift, has good health and can rack up a lot of stun very quickly, with a breadth of various and unique tools to work with. While he may not have many combos or offensive mixups, in the right hands, he can bring down his opponents quicker than anyone else in the game.<br />
<br />
{{ ProConTable<br />
| pros=<br />
*Medium-Heavyweight grappler varied specials<br />
*Can combo a Fierce Chop with a back+Fierce or Power Bomb for stun damage<br />
*Incredible EX Moves properties against jumping and projectile spamming opponents<br />
*good poking and damaging normals<br />
| cons=<br />
*Had the slowest recovery commands, Flying Chop is the worst command air in game<br />
*Too Specific Super Arts Uses, and a bit stock dependant for EX Moves<br />
*easy crossup and extended advanced combo target<br />
}}<br />
<br />
==Specific Character Information==<br />
<br />
*Stamina: 1200<br />
*Stun Bar Length (dots): 72 (Long)<br />
*Stun Bar Recovery (frames it takes to recover 1 dot): 23<br />
*Taunt: <br />
Unheld taunt - Increases damage for the next hit/combo by 9.4% for the first taunt and 6.3% for each additional taunt. Maximum: 6 taunts, 37.5% bonus.<br />
<br />
Held taunt - Increases damage for the next hit/combo or throw by 6.3% per extra arm turn. Maximum: 8 turns, 50% bonus.<br />
<br />
*Best Kara-Throw: C.LP/ F.HP / S.LK<br />
*Standard Throw Range (pixels): 30<br />
*Kara Throw Range (pixels): 46 / 46 / 38<br />
*Dash Forward: 17 frames, 123px<br />
*Dash Backward: 21 frames, 107px<br />
*Normal Wake up (frames): 67<br />
*Quick Stand (frames): 49<br />
<br />
=Moves List=<br />
<br />
==Throws==<br />
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999;"|-<br />
| Body Slam || [[File:Lp.png]]+[[File:Lk.png]]<br />
|}<br />
==Command Moves==<br />
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999;"|-<br />
| Chop || [[File:F.png]]+[[File:Mp.png]]<br />
|-<br />
| Lariat || [[File:F.png]]+[[File:Hp.png]]<br />
|-<br />
| Headbutt || [[File:B.png]]+[[File:Hp.png]]<br />
|-<br />
| Sleeper Hold || from behind[[File:B.png]]+[[File:Hp.png]]<br />
|-<br />
| Flying Cross Chop || Air [[File:D.png]]+[[File:Hp.png]]<br />
|}<br />
==Special Moves==<br />
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999;"|-<br />
| Flash Chop || [[File:Qcf.png]]+[[File:P.png]] || EX SC<br />
| SC with [[File:Mp.png]] /[[File:Hp.png]]] on normal version and EX version<br />
|-<br />
| Powerbomb || Close [[File:Hcb.png]]+[[File:P.png]] || ||<br />
|-<br />
| Power Backdrop || from behind[[File:Hcb.png]]+[[File:P.png]] || ||<br />
|-<br />
| Spiral D.D.T. || [[File:Hcb.png]]+[[File:K.png]] || ||<br />
|-<br />
| Air Knee Smash || [[File:Dp.png]]+[[File:K.png]] || EX || <br />
|-<br />
| Air Stampede || [[File:D.png]] charge [[File:U.png]]+[[File:K.png]] || EX ||<br />
|-<br />
| Slash Elbow || [[File:B.png]] charge [[File:F.png]]+[[File:K.png]] || EX | SC<br />
| SC on 1st hit<br />
|}<br />
<br />
==Super Arts==<br />
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999;"|-<br />
| I || Hyper Bomb || Close [[File:360.png]]+[[File:P.png]] || 128 Gauge Dots || 1 Stock || 3.2 EX Uses <br />
|-<br />
| I || Backdrop Bomb || from behind[[File:360.png]]+[[File:P.png]] || 128 Gauge Dots || 1 Stock || 3.2 EX Uses <br />
|-<br />
| II || Boomerang Raid || [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] || 96 Gauge Dots || 2 Stocks || 4.8 EX Uses<br />
|-<br />
| III ||Stun Gun Headbutt || [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] || 80 Gauge Dots || 1 Stock || 2.0 EX Uses<br />
|}<br />
==Target Combo==<br />
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999;"|-<br />
|-<br />
| [[File:D.png]]+[[File:Lk.png]]c[[File:D.png]]+[[File:Mk.png]]/[[File:D.png]]+[[File:Hk.png]]<br />
|}<br />
<br />
= Move Analysis =<br />
<br />
*All those sprites are taken from the site https://www.justnopoint.com/zweifuss/<br />
*All Framedatas in "Move Analisys" section are taken from [http://gr.qee.jp/01_3rd/index.html Game Restaurant] , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version. <br />
Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.<br />
<br />
General<br />
*'''Move''': Move name<br />
*'''Motion''': What you must do to execute the move<br />
*'''Damage''': Damage it does (in pixels)<br />
*'''Stun Damage''': Stun Damage it does (in pixels)<br />
*'''Chains into itself''': If you can combo into the same movement<br />
*'''Special Cancel''': If you can cancel the move into a Special Move<br />
*'''Super Cancel''': If you can cancel the move into a Super Art<br />
*'''Juggle Value''': Amount of JP the move adds in aerial juggles<br />
*0: JP is reset<br />
*'''Juggle or Reset''': If the move knocks down on air connect or air resets<br />
*'''Throw Range''': Range of the throw (in pixels)<br />
*'''Num.''': Super Art number<br />
*'''Super Art''': Super Art name<br />
*'''Super Art Stock''': Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)<br />
Frame Data<br />
*'''Startup''': Number of frames it takes to start the move<br />
*'''Hit''': Number of frames that can hit the opponent<br />
*'''Recovery''': Number of frames it takes to recover from the move<br />
*'''Blocked Advantage''': Number of frames you are in advantage/disadvantage after opponent have been blocked the hit<br />
*'''Hit Advantage''': Number of frames you are in advantage/disadvantage after opponent have been take the hit<br />
*'''Crouching Hit Advantage''': Number of frames you are in advantage/disadvantage after opponent have been take the hit while he's crouching<br />
* + # : You have # frames of advantage<br />
* - # : You have # frames of disadvantage<br />
* # ~ # : Advantage/disadvantage can vary from # to #<br />
*Down: Enemy gets knocked down<br />
*'''Guard''': How opponent must guard the move, High (H), Low (L) or both (HL)<br />
*'''Parry''': How opponent must parry the move, High (H), Low (L) or both (HL)<br />
Gauge Increase<br />
*'''Miss''': Gauge you gain if you miss the move (in pixels)<br />
*'''Blocked''': Gauge you gain if the move gets blocked (in pixels)<br />
*'''Hit''': Gauge you gain if you hit the opponent with the move (in pixels)<br />
*'''Parry''': Gauge opponent gains when he parry the move (in pixels)<br />
<br />
=== Basic Moves ===<br />
<br />
[[Image:(alexdf).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
! align="center" | Move<br />
! align="center" | Total frames<br />
|-<br />
| align="center" | Dash Forward<br />
| align="center" | 17<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexdb).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
! align="center" | Move<br />
! align="center" | Total frames<br />
|-<br />
| align="center" | Dash Backwards<br />
| align="center" | 21<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexbjump).gif|none]]<br />
[[Image:(alexjump).gif|none]]<br />
[[Image:(alexfjump).gif|none]]<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames'''<br />
|-<br />
| align="center" | Jump || align="center" | BU or U or FU || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames'''<br />
|-<br />
| align="center" | Super Jump || align="center" | DBU or DU or DFU || align="center" | 6<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexw).gif|none]]<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames'''<br />
|-<br />
| align="center" | Normal Wakeup || align="center" | - || align="center" | 67<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alextw).gif|none]]<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames'''<br />
|-<br />
| align="center" | Quick Stand || align="center" | Tap D when hitting the ground || align="center" | 49<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alext).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Taunt || align="center" | HP+HK || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | - || align="center" | 64 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 4(6) || align="center" | ? || align="center" | ? || align="center" | 8(4+4)<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexhparry).gif|none]]<br />
[[Image:(alexlparry).gif|none]]<br />
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion'''<br />
|-<br />
| align="center" | Parry (High) || align="center" | Tap F when about taking a hit<br />
|-<br />
| align="center" | Parry (Low) || align="center" | Tap D when about taking a hit<br />
|-<br />
| align="center" | Parry (Air) || align="center" | Tap F in air when about taking a hit<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="95%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Frames you're frozen''' || align="center" | '''Frames opponent is frozen''' || align="center" | '''Frame Advantage when parry is successful''' || align="center" | '''Frames before you can try another parry'''<br />
|-<br />
| align="center" | Parry (High) || align="center" | 16 || align="center" | 16 || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) || align="center" | 24(19 when attack comes from the air)*,**<br />
|-<br />
| align="center" | Parry (Low) || align="center" | 16 || align="center" | 16 || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) || align="center" | 24(19 when attack comes from the air)*,**<br />
|-<br />
| align="center" | Parry (Air) || align="center" | 16 || align="center" | 16 || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) || align="center" | 21(19 when attack comes from the air)*,**<br />
|}<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
|* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)<br />
|-<br />
|** (If another attack connects within 2 frames of your parry, it will automatically be parried)<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Gauge Increase'''<br />
|-<br />
| align="center" | Parry (High) || align="center" | 4***<br />
|-<br />
| align="center" | Parry (Low) || align="center" | 4***<br />
|-<br />
| align="center" | Parry (Air) || align="center" | 4***<br />
|}<br />
{| border="1em" cellspacing="0" width="57%" style="border: 1px solid #999;"<br />
|-<br />
|*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)<br />
|}<br />
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).<br />
*'''Parry information is taken from Flash Chop Forums, more exactly, from user JinraiPVC. Thanks for this information dude'''<br />
<br />
=== Normal Moves ===<br />
==== Standing Normals ====<br />
<br />
[[Image:(alexlp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | Far Jab || align="center" | LP || align="center" | 30(5 life points) || align="center" | 5 || align="center" | Yes || align="center" | Yes || align="center" | Yes || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 4 || align="center" | 2 || align="center" | 9 || align="center" | +1 || align="center" | +1 || align="center" | +1 || align="center" | HL || align="center" | HL<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexmp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | Far Strong || align="center" | MP || align="center" | 100(17 life points) || align="center" | 11 || align="center" | No || align="center" | Yes || align="center" | Yes || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 4 || align="center" | 3 || align="center" | 12 || align="center" | -1 || align="center" | 0 || align="center" | +1 || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 2 || align="center" | 5 || align="center" | 10 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexhp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | Far Fierce || align="center" | HP || align="center" | 145(25 life points) || align="center" | 19 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 14 || align="center" | 4 || align="center" | 16 || align="center" | -1 || align="center" | +1 || align="center" | +3 || align="center" | H || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 17 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexcloselp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | Close Jab || align="center" | (Close to opponent) LP || align="center" | 30(5 life points) || align="center" | 5 || align="center" | Yes || align="center" | Yes || align="center" | Yes || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 4 || align="center" | 2 || align="center" | 9 || align="center" | +1 || align="center" | +1 || align="center" | +1 || align="center" | HL || align="center" | HL<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexlk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | Short || align="center" | LK || align="center" | 40(7 life points) || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 5 || align="center" | 3 || align="center" | 10 || align="center" | 0 || align="center" | 0 || align="center" | 0 || align="center" | HL || align="center" | HL<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexmk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Forward || align="center" | MK || align="center" | 100(17 life points) || align="center" | 9 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 11 || align="center" | 3 || align="center" | 14 || align="center" | -1 || align="center" | 0 || align="center" | +1 || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 17 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexhk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | Roundhouse || align="center" | HK || align="center" | 150(26 life points) || align="center" | 21 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 16 || align="center" | 5 || align="center" | 29 || align="center" | -13 || align="center" | 0 || align="center" | +2 || align="center" | H || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 17 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexclosemk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Close Forward || align="center" | Close MK || align="center" | 105(18 life points) || align="center" | 9 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 5 || align="center" | 3 || align="center" | 12 || align="center" | 0 || align="center" | +1 || align="center" | +2 || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 2 || align="center" | 5 || align="center" | 10 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
==== Jumping Normals ====<br />
<br />
[[Image:(alexjlp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Jump Jab || align="center" | (Air) LP || align="center" | 40(7 life points) || align="center" | 9 || align="center" | No || align="center" | No || align="center" | No || align="center" | 3 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 4 || align="center" | 12 || align="center" | - || align="center" | -8~+7 || align="center" | -8~+7 || align="center" | +4~+7 || align="center" | H || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexjmp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Jump Strong || align="center" | (Air) MP || align="center" | 80(14 life points) || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No || align="center" | 3 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 5 || align="center" | 3 || align="center" | - || align="center" | +2~+10 || align="center" | +2~+10 || align="center" | +8~+10 || align="center" | H || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 2 || align="center" | 5 || align="center" | 10 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexjhp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Jump Fierce || align="center" | (Air) HP || align="center" | 140(80)(24 life points) || align="center" | 15 || align="center" | No || align="center" | No || align="center" | No || align="center" | 3 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 8 || align="center" | 3 || align="center" | - || align="center" | +2~+13 || align="center" | +2~+13 || align="center" | +10~+13 || align="center" | H || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 17 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexjlk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Jump Short || align="center" | (Air) LK || align="center" | 60(10 life points) || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No || align="center" | 3 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 4 || align="center" | Until Landing || align="center" | - || align="center" | -8~+7 || align="center" | -8~+7 || align="center" | +4~+7 || align="center" | H || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexjmk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Jump Forward || align="center" | (Air) MK || align="center" | 90(16 life points) || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No || align="center" | 3 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 9 || align="center" | 3 || align="center" | - || align="center" | -3~+10 || align="center" | 0~+10 || align="center" | +7~+10 || align="center" | H || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 2 || align="center" | 5 || align="center" | 10 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
<br />
<br />
[[Image:(alexjhk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Jump Roundhouse || align="center" | (Air) HK || align="center" | 120(21 life points) || align="center" | 15 || align="center" | No || align="center" | No || align="center" | No || align="center" | 3 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 8 || align="center" | 4 || align="center" | - || align="center" | +2~+13 || align="center" | +2~+13 || align="center" | +9~+13 || align="center" | H || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 17 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexoh).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Universal Overhead || align="center" | MP+MK || align="center" | 40(7 life points) || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 15 || align="center" | 10 || align="center" | 5 || align="center" | -5~+7 || align="center" | 0~+8 || align="center" | +1~+9 || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
==== Throws ====<br />
<br />
<br />
[[Image:(alexbsl).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Kara-Throw''' || align="center" | '''Kara-Throw Range'''<br />
|-<br />
| align="center" | Body Slam || align="center" | (B+F)+LP+LK || align="center" | 120(24 life points) || align="center" | 17 || align="center" | 30 || align="center" | C.LP/ F.HP / S.LK || align="center" | 46 / 46 / 38<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | (B+F)+LP+LK || align="center" | -<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit'''<br />
|-<br />
| align="center" | 0 || align="center" | 7 (for the player who blocked) || align="center" | 8<br />
|}<br />
''Comments here''<br />
<br />
====Crouching Normals====<br />
<br />
[[Image:(alexclp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Crouch Jab || align="center" | D+LP || align="center" | 30(5 life points) || align="center" | 5 || align="center" | Yes || align="center" | Yes || align="center" | Yes || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 4 || align="center" | 2 || align="center" | 9 || align="center" | +1 || align="center" | +1 || align="center" | +1 || align="center" | HL || align="center" | HL<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexcmp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Crouch Strong || align="center" | D+MP || align="center" | 90(16 life points) || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 7 || align="center" | 2 || align="center" | 13 || align="center" | 0 || align="center" | +1 || align="center" | +2 || align="center" | HL || align="center" | HL<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 2 || align="center" | 5 || align="center" | 10 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexchp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Crouch Fierce || align="center" | D+HP || align="center" | 140(80+60)(23 life points) || align="center" | 8(3+5) || align="center" | No || align="center" | No || align="center" | No || align="center" | 1/5 || align="center" | Juggle/Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 13 || align="center" | 2,3 || align="center" | 7 || align="center" | -9 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 10 || align="center" | 18 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexclk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Crouch Short || align="center" | D+LK || align="center" | 30(5 life points) || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 5 || align="center" | 2 || align="center" | 8 || align="center" | +2 || align="center" | +2 || align="center" | +2 || align="center" | L || align="center" | L<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexcmk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Crouch Forward || align="center" | D+MK || align="center" | 70(12 life points) || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 8 || align="center" | 3 || align="center" | 12 || align="center" | -1 || align="center" | 0 || align="center" | +1 || align="center" | L || align="center" | L<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 2 || align="center" | 5 || align="center" | 10 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexchk).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Crouch Roundhouse || align="center" | D+HK || align="center" | 130(23 life points) || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No || align="center" | 15 || align="center" | Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 11 || align="center" | 2 || align="center" | 29 || align="center" | -15 || align="center" | Down || align="center" | Down || align="center" | L || align="center" | L<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 17 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
==== Command Normals ====<br />
<br />
[[Image:(alexfmp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Chop || align="center" | F+MP || align="center" | 110(19 life points) || align="center" | 9 || align="center" | No || align="center" | No || align="center" | No || align="center" | 1 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 7 || align="center" | 5 || align="center" | 10 || align="center" | -2 || align="center" | -1 || align="center" | 0 || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 2 || align="center" | 5 || align="center" | 10 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexfhp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Lariat || align="center" | F + HP || align="center" | 135(24 life points) || align="center" | 15 || align="center" | No || align="center" | No || align="center" | No || align="center" | 7 || align="center" | Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 9 || align="center" | 4 || align="center" | 17 || align="center" | -1 || align="center" | +1 || align="center" | +3 || align="center" | HL/H/H || align="center" | H/H/H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 17 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexbhp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Head Butt || align="center" | B + HP || align="center" | 180(32 life points) || align="center" | 24 || align="center" | No || align="center" | No || align="center" | No || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 8 || align="center" | 4 || align="center" | 23 || align="center" | -11 || align="center" | +1 || align="center" | - || align="center" | HL || align="center" | -<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 11 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexjbhpr).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Sleeper Hold || align="center" | B + HP in reversed opponent || align="center" | 240(40 life points) || align="center" | 24 || align="center" | No || align="center" | No || align="center" | No || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 8 || align="center" | 4 || align="center" | 23 || align="center" | -11 || align="center" | +4 || align="center" | - || align="center" | HL || align="center" | -<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 9 || align="center" | 11 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexjdhp).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Flying Cross Chop || align="center" | Jump D + HP || align="center" | 120(21 life points) || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No || align="center" | 3 || align="center" | Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 10 || align="center" | 11 || align="center" | 24 || align="center" | -10 || align="center" | -1 || align="center" | +1 || align="center" | HL || align="center" | -<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 6 || align="center" | 15 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
=== Target Combo ===<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Target Combo || align="center" | Crouch LK -> Crouch MK || align="center" | 30+50 || align="center" | 3+3 || align="center" | No/No || align="center" | Yes/No || align="center" | Yes/No || align="center" | 1/1 || align="center" | Reset/Reset<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 4 || align="center" | - || align="center" | - || align="center" | -1 || align="center" | 0 || align="center" | +1 || align="center" | L/L || align="center" | L/L<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0+? || align="center" | 1+1 || align="center" | 2+1 || align="center" | 8(4+4)<br />
|}<br />
''Comments here''<br />
<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Target Combo || align="center" | Crouch LK -> Crouch HK || align="center" | 30+130 || align="center" | 3+3 || align="center" | No/No || align="center" | Yes/No || align="center" | Yes/No || align="center" | 1/15 || align="center" | Reset/Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 4 || align="center" | - || align="center" | - || align="center" | -15 || align="center" | Down || align="center" | Down || align="center" | L/L || align="center" | L/L<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 0+? || align="center" | 1+1 || align="center" | 2+1 || align="center" | 8(4+4)<br />
|}<br />
''Comments here''<br />
<br />
=== Special Moves ===<br />
Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.<br />
<br />
[[Image:(alexchop).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | Flash Chop (Jab) || align="center" | QCF+LP || align="center" | 120(21 life points) || align="center" | 15 || align="center" | 7 || align="center" | No || align="center" | 15 || align="center" | Juggle<br />
|-<br />
| align="center" | Flash Chop (Strong) || align="center" | QCF+MP || align="center" | 130(23 life points) || align="center" | 16 || align="center" | 9 || align="center" | Yes || align="center" | 15 || align="center" | Juggle<br />
|-<br />
| align="center" | Flash Chop (Fierce) || align="center" | QCF+HP || align="center" | 140(24 life points) || align="center" | 18 || align="center" | 15 || align="center" | Yes || align="center" | 15 || align="center" | Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 11 || align="center" | 2 || align="center" | 17 || align="center" | -2 || align="center" | 0 || align="center" | 0 || align="center" | HL || align="center" | H<br />
|-<br />
| align="center" | 15 || align="center" | 3 || align="center" | 19 || align="center" | -1 || align="center" | +14 || align="center" | +14 || align="center" | HL || align="center" | H<br />
|-<br />
| align="center" | 19 || align="center" | 4 || align="center" | 17 || align="center" | -1 || align="center" | +15 || align="center" | +15 || align="center" | HL || align="center" | H<br />
<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | 3 || align="center" | 10 || align="center" | 16 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexaksm).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Air Knee Smash (Short) || align="center" | F, D, DF+LK || align="center" | 120(21 life points) || align="center" | - || align="center" | 15 || align="center" | No || align="center" | - || align="center" | -<br />
|-<br />
| align="center" | Air Knee Smash (Forward) || align="center" | F, D, DF+MK || align="center" | 135(24 life points) || align="center" | - || align="center" | 15 || align="center" | No || align="center" | - || align="center" | -<br />
|-<br />
| align="center" | Air Knee Smash (Roundhouse) || align="center" | F, D, DF+HK || align="center" | 150(26 life points) || align="center" | - || align="center" | 15 || align="center" | No || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Air Knee Smash (Short) || align="center" | 6 || align="center" | 6 || align="center" | 35 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | HL<br />
|-<br />
| align="center" | Air Knee Smash (Forward) || align="center" | 7 || align="center" | 10 || align="center" | 34 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL|| align="center" | HL<br />
|-<br />
| align="center" | Air Knee Smash (Roundhouse) || align="center" | 8 || align="center" | 12 || align="center" | 33 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | HL<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Air Knee Smash (Short) || align="center" | 2 || align="center" | 0 || align="center" | 18 || align="center" | 4<br />
|-<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexpbomb).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Powerbomb (Jab) || align="center" | HCB+LP || align="center" | 160(28 life points) || align="center" | - || align="center" | 19 || align="center" | No || align="center" | - || align="center" | -<br />
|-<br />
| align="center" | Powerbomb (Strong) || align="center" | HCB+MP || align="center" | 180(32 life points) || align="center" | - || align="center" | 19 || align="center" | No || align="center" | - || align="center" | -<br />
|-<br />
| align="center" | Powerbomb (Fierce) || align="center" | HCB+HP || align="center" | 200(35 life points) || align="center" | - || align="center" | 19 || align="center" | No || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Powerbomb (Jab) || align="center" | 6 || align="center" | 1 || align="center" | 35 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | -<br />
|-<br />
| align="center" | Powerbomb (Strong) || align="center" | 7 || align="center" | 1 || align="center" | 41 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | -<br />
|-<br />
| align="center" | Powerbomb (Fierce) || align="center" | 8 || align="center" | 1 || align="center" | 44 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | -<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Powerbomb (Jab) || align="center" | 2 || align="center" | - || align="center" | 20 || align="center" | -<br />
|-<br />
| align="center" | Powerbomb (Strong) || align="center" | 2 || align="center" | - || align="center" | 20 || align="center" | -<br />
|-<br />
| align="center" | Powerbomb (Fierce) || align="center" | 2 || align="center" | - || align="center" | 20 || align="center" | -<br />
|-<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexse).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Slash Elbow (Short) || align="center" | Hold B, F+LK || align="center" | 100(17 life points) || align="center" | 13 || align="center" | 13 || align="center" | Yes || align="center" | 3 || align="center" | Juggle<br />
|-<br />
| align="center" | Slash Elbow (Forward) || align="center" | Hold B, F+MK || align="center" | 120(21 life points) || align="center" | 15 || align="center" | 15 || align="center" | Yes || align="center" | 3 || align="center" | Juggle<br />
|-<br />
| align="center" | Slash Elbow (Roundhouse) || align="center" | Hold B, F+HK || align="center" | 140(24 life points) || align="center" | 18 || align="center" | 17 || align="center" | Yes || align="center" | 3 || align="center" | Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Slash Elbow (Short) || align="center" | 15 || align="center" | 1 || align="center" | 17 || align="center" | -2 || align="center" | 0 || align="center" | +2 || align="center" | HL || align="center" | H<br />
|-<br />
| align="center" | Slash Elbow (Forward) || align="center" | 18 || align="center" | 1 || align="center" | 23 || align="center" | -8 || align="center" | 0 || align="center" | +2 || align="center" | HL || align="center" | H<br />
|-<br />
| align="center" | Slash Elbow (Roundhouse) || align="center" | 20 || align="center" | 1 || align="center" | 23 || align="center" | -8 || align="center" | -1 || align="center" | +1 || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Slash Elbow (Short) || align="center" | 3 || align="center" | 4 || align="center" | 12 || align="center" | 4<br />
|-<br />
| align="center" | Slash Elbow (Forward) || align="center" | 3 || align="center" | 4 || align="center" | 12 || align="center" | 4<br />
|-<br />
| align="center" | Slash Elbow (Roundhouse) || align="center" | 3 || align="center" | 4 || align="center" | 12 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexstomp).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Stomp (Short) || align="center" | Hold D, U+LK || align="center" | 120(21 life points) || align="center" | 15 || align="center" | 11 || align="center" | No || align="center" | 1 || align="center" | Juggle<br />
|-<br />
| align="center" | Stomp (Forward) || align="center" | Hold D, U+MK || align="center" | 140(24 life points) || align="center" | 18 || align="center" | 11 || align="center" | No || align="center" | 1 || align="center" | Juggle<br />
|-<br />
| align="center" | Stomp (Roundhouse) || align="center" | Hold D, U+HK || align="center" | 160(28 life points) || align="center" | 20 || align="center" | 11 || align="center" | No || align="center" | 1 || align="center" | Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Stomp (Short) || align="center" | 23 || align="center" | 2 || align="center" | 19 || align="center" | -3 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H<br />
|-<br />
| align="center" | Stomp (Forward) || align="center" | 25 || align="center" | 2 || align="center" | 19 || align="center" | -3 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H<br />
|-<br />
| align="center" | Stomp (Roundhouse) || align="center" | 26 || align="center" | 2 || align="center" | 19 || align="center" | -3 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Stomp (Short) || align="center" | 3 || align="center" | 4 || align="center" | 12 || align="center" | 4<br />
|-<br />
| align="center" | Stomp (Forward) || align="center" | 3 || align="center" | 4 || align="center" | 12 || align="center" | 4<br />
|-<br />
| align="center" | Stomp (Roundhouse) || align="center" | 3 || align="center" | 4 || align="center" | 12 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexsddt).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Spiral DDT (Short) || align="center" | HCB+LK || align="center" | 160(28 life points) || align="center" | - || align="center" | 15 || align="center" | No || align="center" | - || align="center" | -<br />
|-<br />
| align="center" | Spiral DDT (Forward) || align="center" | HCB+MK || align="center" | 160(28 life points) || align="center" | - || align="center" | 15 || align="center" | No || align="center" | - || align="center" | -<br />
|-<br />
| align="center" | Spiral DDT (Roundhouse) || align="center" | HCB+HK || align="center" | 160(28 life points) || align="center" |- || align="center" | 15 || align="center" | No || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Spiral DDT (Short) || align="center" | 20 || align="center" | 3 || align="center" | 8 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | H<br />
|-<br />
| align="center" | Spiral DDT (Forward) || align="center" | 22 || align="center" | 3 || align="center" | 8 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | H<br />
|-<br />
| align="center" | Spiral DDT (Roundhouse) || align="center" | 24 || align="center" | 3 || align="center" | 8 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Spiral DDT (Short) || align="center" | 2 || align="center" | -) || align="center" | 20 || align="center" | -<br />
|-<br />
| align="center" | Spiral DDT (Forward) || align="center" | 2 || align="center" | -) || align="center" | 20 || align="center" | -<br />
|-<br />
| align="center" | Spiral DDT (Roundhouse) || align="center" | 2 || align="center" | -) || align="center" | 20 || align="center" | -<br />
|}<br />
''Comments here''<br />
<br />
=== EX Moves ===<br />
<br />
[[Image:(alexfcex).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Flash Chop (EX) || align="center" | QCF+PP || align="center" | 40 || align="center" | 200(100+100)(34 life points) || align="center" | 12(6+6) || align="center" | 14(11+3) || align="center" | No || align="center" | 3/7 || align="center" | Juggle/Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Flash Chop (EX) || align="center" | 9・11 || align="center" | 2・2 || align="center" | 15 || align="center" | -1 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Flash Chop (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 8(4+4)<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexakmex).gif|none]]<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Air Knee Smash (EX) || align="center" | F, D, DF+KK || align="center" | 40 || align="center" | 190(26 life points) || align="center" | 0 || align="center" | 19 || align="center" | No || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Air Knee Smash (EX) || align="center" | 3 || align="center" | 17 || align="center" | 34 || align="center" | -31 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Air Knee Smash (EX) || align="center" | - || align="center" | - || align="center" | -/16 || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexseex).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Slash Elbow (EX) || align="center" | Hold B, F+KK || align="center" | 40 || align="center" | 160(80+80)(27 life points) || align="center" | 10(5+5) || align="center" | 18(7+11) || align="center" | Yes/No || align="center" | 3/15 || align="center" | Juggle/Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Slash Elbow (EX) || align="center" | 9・20 || align="center" | 6・1 || align="center" | 23 || align="center" | -6 || align="center" | KD || align="center" | KD || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Slash Elbow (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 8(4+4)<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexastompex).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle''' <br />
|-<br />
| align="center" | Stomp (EX) || align="center" | Hold D, U+KK || align="center" | 40 || align="center" | 180(32 life points) || align="center" | 23 || align="center" | 13 || align="center" | No || align="center" | 1 || align="center" | Juggle<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | Stomp (EX) || align="center" | 26 || align="center" | 2 || align="center" | 19 || align="center" | -3 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H<br />
|}<br />
'''Gauge Increase'''<br />
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''<br />
|-<br />
| align="center" | Stomp (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 4<br />
|}<br />
''Comments here''<br />
<br />
=== Super Arts ===<br />
<br />
[[Image:(alexsa1).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | I || align="center" | Hyper Bomb || align="center" | 1 bar (128) || align="center" | 360+P || align="center" | 530*(88 life points) || align="center" | - || align="center" | 13 || align="center" | 2,25 || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' <br />
|-<br />
| align="center" | 2 || align="center" | 2 || align="center" | 33 || align="center" | -38 || align="center" | Down || align="center" | Down || align="center" | HLx7~9 || align="center" | HLx7~9<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexsa1r).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | I || align="center" | Reverse Hyper Bomb || align="center" | 1 bar (128) || align="center" | 360+P || align="center" | 590*(99 life points) || align="center" | - || align="center" | 18 || align="center" | 4,61 || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 2 || align="center" | 2 || align="center" | 33 || align="center" | -38 || align="center" | Down || align="center" | Down || align="center" | HLx7~9 || align="center" | HLx7~9<br />
|}<br />
''Comments here''<br />
<br />
[[Image:(alexsa2).gif|none]]<br />
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | II || align="center" | Boomerang Raid || align="center" | 2 bar (96 each) || align="center" | QCF QCF+P || align="center" | 350*(59 life points) || align="center" | 22** || align="center" | 15*** || align="center" | 3,64 (x2) || align="center" | 0 for all hits || align="center" | Juggle for all hits<br />
|}<br />
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999;"<br />
|-<br />
|* 50+40+50+40+250/180 Damage is when all hits connect.<br />
|-<br />
|** 6+5+6+5 Damage is when all hits connect.<br />
|-<br />
|** 5x4+5/19 is when all hits connect.<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 1・12・25・36・57 || align="center" | 3・3・3・3・2 || align="center" | 41 || align="center" | || align="center" | Down || align="center" | Down || align="center" | HLx4 || align="center" | HLx4<br />
|}<br />
''Comments here''<br />
<br />
<br />
[[Image:(alexsa3).gif|none]]<br />
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' || align="center" | '''Juggle Value''' || align="center" | '''Reset or Juggle'''<br />
|-<br />
| align="center" | III || align="center" | Stun Gun Head-butt || align="center" | 1 bar (80) || align="center" | QCF QCF+P || align="center" | 180*(31 life points) || align="center" | - || align="center" | Max || align="center" | 0,44 || align="center" | - || align="center" | -<br />
|}<br />
'''Frame Data'''<br />
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''<br />
|-<br />
| align="center" | 25 || align="center" | 3 || align="center" | 17 || align="center" | || align="center" | Down || align="center" | Down || align="center" | - || align="center" | -<br />
|}<br />
''Comments here''<br />
<br />
=Combos=<br />
<br />
*'''Alex's BnB''' - j.[[File:Hp.png]], Close [[File:Mk.png]] x[[File:Lp.png]]/EX Flash Chop<br />
** [j.[[File:Hp.png]], Close [[File:Mk.png]] x SA2]<sub>meter</sub><br />
<br />
*'''Alex's Punisher''' -[[File:Hp.png]] Flash Chop,[[File:Hp.png]] Power Bomb<br />
** [[[File:Hp.png]] Flash Chop, Close [[File:Mk.png]] x SA2]<sub>meter</sub><br />
<br />
*[[File:Hp.png]] Flash Chop, Close [[File:Mk.png]] x SA2<br />
<br />
*c.[[File:Lp.png]] x c.[[File:Lp.png]] x SA2<br />
<br />
*[[File:Hp.png]] Flash Chop x SA3 <sub>''(Useful for attempting the stun gun trap)''</sub><br />
<br />
*[[File:Mp.png]] x EX Air Knee <sub>''(Good Anti-Air after a parry)''</sub><br />
<br />
=== Midscreen ===<br />
==== Everyone ====<br />
<br />
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''<br />
|-<br />
| align="center" | Jumping HP || align="center" | Close MK || align="center" | LP Flash Chop || align="center" | - || align="center" | 345 (30%) || align="center" | 27<br />
|-<br />
| align="center" | Jumping HP || align="center" | Close MK || align="center" | Flash Chop (EX) || align="center" | - || align="center" | 414 (36%) || align="center" | 33<br />
|-<br />
| align="center" | Jumping HP || align="center" | Close MK || align="center" | Air Knee (EX) || align="center" | - || align="center" | 380 (33%) || align="center" | 28<br />
|}<br />
<br />
====Super Art I====<br />
<br />
<br />
====Super Art II====<br />
<br />
<br />
====Super Art III====<br />
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999;"<br />
|-<br />
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''<br />
|-<br />
| align="center" | Flash Chop HP || align="center" | L Super Art III || align="center" | || align="center" | - || align="center" | || align="center" | <br />
|}<br />
<br />
= Strategies =<br />
=== Overview ===<br />
<br />
Alex is a low tier character, who is afflicted with being the other half of Hugo, in that he's fast, but his grabs aren't particularly good. His EX Techniques are very useful, as they make his regularly unsafe moves safe(ish).<br />
<br />
=== Basics ===<br />
<br />
=== Super Art Selection ===<br />
<br />
Use Super Art: SA2 (Boomerang Raid). Why? Alex's EX moves make him a much better character, and SA2 has the most meter to store EX moves. SA2 is also the easiest super art to combo into. Why not SA1? Because it has a 3 frame start up, that's why. The opponent can just jump out of it if it's not properly set up. The only time that it is ever guaranteed is after amp or[[File:Hp.png]] Flash Chop. Why not SA3? Because the Stun Gun trap is escapable. It's not easy, but its possible.<br />
<br />
The other two supers tend to rely on gimmicks to land. As we all know, gimmicks only work once on a competent opponent, if at all.<br />
<br />
*'''SA1'''<br />
** <font color=green>''Big Damage''</font><br />
** <font color=red>''Harder to setup than other supers''</font><br />
*** Use on: Low stamina characters - Low stamina means that this super can really frighten an offensive player.''<br />
<br />
*'''SA2''' <br />
** <font color=green>''Large capacity for EX Moves''</font><br />
** <font color=green>''It can be hit confirmed''</font><br />
** <font color=red>''Opponent may not be grabbed if SA2 wasn't done at fair range''</font><br />
*** Use on: All<br />
<br />
*'''SA3'''<br />
** <font color=green>''Small meter, big damage''</font><br />
** <font color=red>''Trap can be escaped''</font><br />
** <font color=red>''Small capacity for EX Techniques''</font><br />
*** Use on:<br />
****Characters with no anti air - SA3 can be good anti air move against characters with no fast start up anti airs (such as Ryu's Shoryuken).<br />
****Chun-Li - After you blocked her air D+[[File:Mk.png]] you can punish it with SA3.<br />
<br />
=== Kara-Techniques ===<br />
<br />
'''Throw'''<br><br />
Alex's prime kara-throw normal is ''F[[File:Hp.png]]''. (F[[File:Hp.png]] x Throw)<br />
<br />
Alex can also kara-power bomb, with [st.LP] [→ ↘ ↓ ↙ ←] [→ HP ~ LP]. <br />
<br />
A kara-throw is cancelling a normal move into a throw before the normal technique executes, extending your grab range. They are incredibly tight to execute.<br />
<br />
To grasp what it is you're supposed to be seeing after a successful Kara-Throw, watch the feet of your character. If you see dust appear around them, and visually see the sprite move forward, you have successfully performed a Kara-Throw.<br />
<br />
=== Neutral ===<br />
<br />
'''Pokes'''<br />
<br />
* cr.MP is a very strong poke, as it is very fast, safe, and covers up a good amount of space. HOWEVER, it is weak to both forward and down parry, so overuse of this will quickly get yourself in trouble.<br />
* forward.MP is slower and has slightly less range than cr.MP, but requires are forward parry, and has a great vertical hitbox, letting you tag jumpers.<br />
* cr.MK is a great low poke to stop walkers in their tracks. <br />
<br />
'''Anti Airs'''<br />
<br />
* cl.MP is a lightning fast reliable anti air.<br />
* cr.HP is a slow, but beefy anti air with multiple hits.<br />
* j.MP is your go to air to air. j.HK can be useful in ranged situations. <br />
<br />
'''Tricks'''<br />
* EX Stomp can be a great tool to catch fireball/preemptive pokers off guard, as it often avoids their move.<br />
<br />
=== Mixups ===<br />
<br />
'''HIGH'''<br />
<br />
Alex's standing [[File:Hp.png]] and UOH are useful. <br />
Strong high section techniques include;<br />
* [[File:Hp.png]] - Does a ton of stun, somewhat ambiguous animation, and is relatively safe on block. <br />
* Meaty UOH x SA2. <br />
* Meaty Close [[File:Mk.png]] x [[File:Hk.png]]/[[File:Mk.png]] Stomp are also useful tools at lower levels, as you can cross up for a left/right. However, be warned that tapping in any direction performs a block/parry OS against crossups, so use sparingly against a familiar opponent. Useful for DDT setups.<br />
<br />
'''LOW'''<br />
* Regarding Alex's low mix-ups, c.[[File:Lk.png]], c.[[File:Mk.png]], and c.[[File:Hk.png]] are all lows. <br />
* Alex's target combo of c.[[File:Lk.png]] > c.[[File:Mk.png]] lets him get more reward off of his c.[[File:Lk.png]], and the sweep can be used as a high risk callout. (It is quite unsafe on block though, so use carefully.)<br />
<br />
<br />
'''THROW'''<br />
* As is the way with all the characters in the game, an additional layer of Strike/Throw can be layered into your mixups.<br />
* Power Bomb, being a command grab, is a high-risk middling-reward tool. Alex's is not especially rewarding, both in damage and in positioning, but it is an important tool nonetheless.<br />
* Tick throwing is an important tool for any grappler - by throwing right as your opponent leaves blockstun, you can beat out any option asides from invuln/jumping. <br />
* Tick throwing from st.[[File:Lp.png]]/st.[[File:Mk.png]]/ > Power Bomb can be an especially powerful tool, and you can mix it up with normal attacks to catch jumpers. <br />
* Given Alex's little reward off of Power Bomb, however, comes the importance of using regular throws - although they are techable, they are significantly safer, as if your opponent jumps out of your throw, you can block punishes that would catch Power Bomb otherwise.<br />
* DDT is a unique command grab, in that it has good range and oki, but whiffs on crouchers. This makes it a very risky tool on its own, but is quite useful to bait parries/people afraid of overheads. Meaty cl.[[File:Mk.png]] x [[File:Mk.png]] DDT can be used where one would expect a stomp, which can catch parry/high block attempts.<br />
<br />
=== Additional Notes ===<br />
<br />
*Personal Action: Alex's damage done on the next attack increases. Holding Fierce and Roundhouse keeps this action going. If Alex rotates his arm 7 times, the damage increase is maxed out. This can be done in multiple taunts.<br />
<br />
=Match-ups=<br />
===Serious Advantage Match-ups===<br />
''Alex has no match-ups where he is at a serious advantage''<br />
===Advantage Match-ups===<br />
*'''Q''' - Headbutt works well against Q, so use it often.<br />
<br />
Mixup your "Big Guy" pokes: twd.FP,[[File:Mp.png]].Flash Chop, st.[[File:Mp.png]], twd.[[File:Mp.png]].<br />
<br />
After your pokes, throw in empty parries to catch Q's rush punches.<br />
*'''Hugo''' - Poke with towards.FP (the lariat)/towards.[[File:Mp.png]]/[[File:Mp.png]]/Headbutt. st.[[File:Mp.png]] beats Hugo's st.[[File:Mp.png]]. Also try poking every so often with amp.Flash Chop from just outside Hugo's 360 range.<br />
<br />
You can't headbutt a dizzied Hugo.<br />
*'''Twelve''' - Anti-air with EX-Knee Grab.<br />
<br />
Try to catch him with air-to-air j.[[File:Mp.png]], j.FP, j.[[File:Mk.png]] to reset him, then dash up and mixup with either kara throw, jab powerbomb, st.[[File:Mk.png]] or st.[[File:Mp.png]] xx EX-Flash Chop. Try a plain EX-Flash Chop after dashing, too, since it's low risk. You can also try charge partitioned trickery, like dash stomp or dash [[File:Lk.png]]/EX-Slash Elbow.<br />
*'''Sean''' - Punish blocked cr.FK with EX-Slash Elbow.<br />
<br />
Punish blocked shoto cr.[[File:Mk.png]] with SAII or SAI (reversal timing required, and must be very close to opponent)<br />
<br />
===Fair Match-ups===<br />
*'''Remy''' - Remy has one of the shortest stun bars in the game, so your goal should be to exploit that. Headbutt! Keep the pressure on and make sure you can parry his LOV's and Flash Kicks to get inside.<br />
<br />
Blocked Flash Kicks (any variety) can be punished with a headbutt.<br />
<br />
*'''Alex''' - Don't get too predictable with your stomp setups. If you're playing a guy and you smell stomp, unless you know which way it's going (crossup or not), you can use EX Stomp and it will beat out the regular stomp.<br />
<br />
*'''Necro''' - Do not blindly use EX-Slash Elbow once he gets meter, since he has one of the fastest supers (SAIII) in the game and can punish a blocked one. You can, however, still use normal Slash Elbows if you space them properly ([[File:Lk.png]] version only). You want to hit with it so you can block any retaliation if the Slash Elbows is blocked.<br />
<br />
Necro's long limbs parried at a distance are perfect for twd.FP.<br />
<br />
Immediately twd.FP Necro if you see him jump from close up. Also, learn how to red parry the second hit of his drills, then punish with st.[[File:Mp.png]] xx EX-Knee Grab.<br />
<br />
<br />
===Disadvantage Match-ups===<br />
*'''Yun''' - Random stomp sometimes helps against activated Yun trying for the command throw.<br />
<br />
Stay just out of Yun's dash range. In my experience, forcing Yun to come after you works the best, since you can react accordingly. In short, I guess, keep-away is good.<br />
<br />
When a Yun/Yang dives on u throw out a st.[[File:Mp.png]] when they're going to jump out again, if the dive kick is too deep you can throw them. Also, for people who like to run away and charge with crouching strong usually you can throw out an EX-Slash Elbow, its so fast a lot of times I notice it surprises the opponent. And even if its blocked its safe vs yun/yang. Abuse the jab powerbomb on Yun's wakeup since he has very few good wakeup options.<br />
<br />
When Yun/Yang tries to either throw, command grab, or hit with st.[[File:Mk.png]] launcher, counter with the backward-karamp.Flash Chop (kara with Roundhouse Kick to move backwards instead of forwards). This will move you out of throw/launcher range and nail Yun/Yang with a Flash Chop --> German Suplex or combo of your choice.<br />
<br />
Learn how to red parry the second hit of Yun's j.[[File:Lp.png]] --> j.FP target combo. If you successfully red parry the j.FP, hit a quick st.[[File:Mk.png]] xx SAII<br />
<br />
*'''Chun-Li''' - Do not blindly use EX-Slash Elbow once she gets meter, since she has one of the fastest supers (SAII) in the game and can punish a blocked one. You can, however, still use normal Slash Elbows if you space them properly. You want to hit with it so you can block any retaliation if the Elbow Slash is blocked.<br />
<br />
Whenever Chun doesn't have a super charged, rush her down...this is your shot at dealing some damage before she becomes extremely dangerous. So, at the start of the first round, be aggressive. Try some cr.FK outside of her cr.[[File:Mk.png]] range to trip her up. Throw in some headbutts while playing the footsie game with her. Tick powerbomb with j.[[File:Lp.png]], or early j.FP --> land then jab.powerbomb.<br />
<br />
Once she gets meter, you'll need to be less aggressive and more tricky since one little mistake can cost you the round easily. Try to get a knockdown with charge partitioned dashing stomps. Carefully poke with far.[[File:Mk.png]] or towards.[[File:Mp.png]](the chop). Empty jump-in and mix-up charge partitioned stomps/kara throws/[[File:Mp.png]] xx EX Flash Chop/low parry SGGK technique. Parry her pokes from a distance if you can, and retaliate with the headbutt for nice stun.<br />
<br />
ONLY safe shoulder dash against kensa3/chunsa2/necrosa1/3/dudleysa3/elenasa2 is a [[File:Lk.png]].Slash Elbow... all others are reversible by super.<br />
<br />
<br />
*'''Ken''' - <br />
<br />
When palying footies, stay out of his c.[[File:Mk.png]] range at all times. Thankfully alex's c.mp & s.[[File:Mk.png]] go over ken's c.[[File:Mk.png]], so use that;However, a good ken will wait for you to whiff the move first so they can walk foward c.[[File:Mk.png]]xxSAIII. <br />
<br />
So, when you poke out a move, ALWAYS make it hit, even if it's blocked because alex has slow recover time if missed. It's ken's c.mp, s.mp that you have to worry about, that shit will just out prioritize most of the time. <br />
<br />
It's not the safest thing, but f.fp is good move when at about jab length away because it will hit ken crouching too. But as i said it ain't the safest thing so I only use it when ken has no super. Same goes for alex's c.fk, it's good to use it at sweep distance, but if whiffed it's a long recovery time.<br />
<br />
When ken has no meter, you can throw out c.mp & s.[[File:Mk.png]] without fear of missing & taking bing damage so keep the pressure on ken as long as you can. You can't out prioritize ken, but since alex has longer limbs than ken just stay right outside his c.fk/s.fk range. <br />
<br />
The best thing to do is wait for ken to whiff a move, then go for an attack. You have 3 or 4 options or so.<br />
<br />
1. Punish a whiffed move with alex's c.mp s.[[File:Mk.png]] c.fk. The problem with this, is that ken has like, little to no reaction time off his whiffed moves so you gotta be quick, like you just gotta know it will miss & hit ASAP off reaction.<br />
<br />
2.Dash foward kara-throw/[[File:Lp.png]] powerbomb. I like the kara-throw better, i believe it comes out faster the powerbomb. Plus, this gives alex that momentum to start mixing up his high/low/grab game. This is also a good tatic to do out of the blue too, but if they have a super it's kinda of a gamble.<br />
<br />
3.Jump towards them. The jump game brings a whole new set of options, so i'm only going to hit a couple of them. A lot of kens moves will react before you get there so ithe safest thing to do is empty jump just to keep the pressure on. <br />
<br />
Empty jump:throw, powerbomb, c.[[File:Lk.png]]->kara-throw, ect. If you jump in [[File:Mk.png]] you can tick throw afterwards. Or jump in late with amp so that it misses & you can land throw. But since ken has his SRK it's safest to just empty jump just un case so you can parry.<br />
<br />
4.EX Elbow. Even from half the screen this move will punish people who just throw out random attacks. If ken has no meter you are completely safe, but it can be punished with his SAIII, unlike his [[File:Lk.png]].elbow which is safe even from super. Also, sharge down as soon as you ex elbow so if ken moves at all you can stomp him.<br />
<br />
Random Tips<br />
-S.FP will tie out with SRK<br />
-EX Stomp will hit every time if ken throws a fireball<br />
-F.FP will beat ken's air-hurricane kick<br />
<br />
*'''Makoto''' - Since she likes to dash around a lot, throw out random (unpredictable) cr.[[File:Mp.png]] or st.[[File:Mk.png]] every so often to catch her. Also, if you space yourself correctly, you could fish for SAII by hitting st.[[File:Lk.png]] and buffering the super...similar to Dudley's st.FK xx EX-MGB empty buffering. This is risky though, because if you're too far away from her when you connect with the st.[[File:Lk.png]], the grab at the end of the super will wiff.<br />
<br />
They love to jab tick into karakusa. Doesn't matter what the tick is, if you see it, st.FK (Das Boot!) pulls you out of grab range and deals in pain.<br />
<br />
*'''Dudley''' - Poke with towards.FP (the lariat)/towards.[[File:Mp.png]]/[[File:Mp.png]]/Headbutt. Try to anti-air Dudley the split second you see him leave the ground with a well placed towards.FP. You can also try to poke Dud with[[File:Mp.png]].Flash Chops (you'd be surprised!)<br />
<br />
ONLY safe shoulder dash against kensa3/chunsa2/necrosa1/3/dudleysa3/elenasa2 is a [[File:Lk.png]].Slash Elbow... all others are reversible by super.<br />
<br />
A blocked SA3 from Dudley keeps you at st. strong xx EX slash elbow range. It is a lifesaver if he's got you in the corner.<br />
<br />
st.[[File:Mp.png]] xx EX Slash Elbow punishes any MGB (EX or not).<br />
<br />
<br />
<br />
*'''Yang''' - If yang stops his EX slashes at about three or four, meaning you were blocking til then, free headbutt.<br />
<br />
When Yun/Yang tries to either throw, command grab, or hit with st.[[File:Mk.png]] launcher, counter with the backward-karamp.Flash Chop (kara with Roundhouse Kick to move backwards instead of forwards). This will move you out of throw/launcher range and nail Yun/Yang with a Flash Chop --> German Suplex or combo of your choice.<br />
*'''Akuma''' - Punish blocked cr.FK with EX-Slash Elbow.<br />
<br />
If you block any variation of Akuma's spinning kick you can succesfully reversal into a guaranteed super as long as you're not slow as fuck. You catch him recovering.<br />
<br />
Punish blocked shoto cr.[[File:Mk.png]] with SAII or SAI (reversal timing required, and must be very close to opponent)<br />
*'''Urien''' - Urien's wakeup options are limited, so you should meaty jab powerbomb him a few times to keep him on his toes, then mixup st.[[File:Mk.png]] xx SAII.<br />
<br />
Urien can't use his normal juggles on Alex since Alex's floating/weight properties are different than the rest of the cast. This can be a good advantage.<br />
<br />
Against Urien, cr.[[File:Mp.png]] is a godsend. It's free damage against a blocked tackle.<br />
<br />
Meaty st.FP should stuff anything he does on wake-up.<br />
<br />
If an Aegis Reflector is in front of you and Urien is walking up, headbutt. The hand goes through the reflector and will grab Urien through it.<br />
<br />
*'''Ryu''' - Punish blocked cr.FK with EX-Slash Elbow.<br />
<br />
Block Hurricane Kicks standing so you can punish with with[[File:Mp.png]] or Powerbomb. You can also duck the kick and get up between the hits and choke or Backdrop him.<br />
<br />
Punish blocked shoto cr.[[File:Mk.png]] with SAII or SAI (reversal timing required, and must be very close to opponent)<br />
<br />
*'''Oro''' - Keep to the ground against Oro. A single parry can send you into an easily achievable unblockable set up.<br />
<br />
Headbutting parried normals is a good idea against Oro.<br />
<br />
Oro's jump-ins do not angle very well. They're good air to air but air to ground cr.[[File:Hp.png]] will beat them everytime. st.[[File:Mp.png]] as an anti-air against Oro is also good for similar reasons. Cancel st.[[File:Mp.png]] into EX-Knee Grab.<br />
*'''Ibuki''' - cr.FP (the rising shoulder tackle) immediately when you see Ibuki leave the ground, which she likes to do often. If you hit with the cr.FP early so it only connects once instead of twice, you can follow up with a quick FK.Knee Grab.<br />
<br />
cr. FP, out-prioritizes ALL of Ibuki's air normals and kunai except for an early j.FK. Hence the reason it's your best friend.<br />
<br />
When she jumps in, she usually goes for a 2-hit air target combo, so be prepared to do a bunch of double parrying. Punish with st.[[File:Mp.png]] xx EX-Knee Grab when you get an opportunity.<br />
<br />
Alex's twd.FP can sometime knock Ibuki's kunai out of the air if Ibuki jumps and throws the kunai...this takes good timing.<br />
<br />
Meet her in the air with an early j.[[File:Mp.png]] or j.[[File:Mk.png]]...these are great air-to-air normals. Try to stay off the ground for the entire match since Ibuki wants you grounded to land her cross-up [[File:Mk.png]] into crazy stun combos.<br />
<br />
If she gets a launch combo on you (like jab-strong-c.roundhouse-roundhouse or something like that), if you're quick enough, EX-Knee Grab.<br />
<br />
Her jab-strong block chains leave you without a lot to do so block low and if you see her getting in close for a throw attempt, immediately Stomp. It's easy to see too, because it's the moment she's not jabbing.<br />
<br />
When she performs an SAI to chip you away, you SHOULD try to UOH or just jump to take minimum damage. The jump will cause you to get hit by like three kunai and then you'll drop to the ground.<br />
<br />
You can Knee Grab Ibuki out of SAI. Even if you get hit, you take minimal damage because you're airborne.<br />
<br />
If you block Ibuki's close FK, and she doesn't super jump cancel, it's a free headbutt.<br />
*'''Elena''' - ONLY safe shoulder dash against kensa3/chunsa2/necrosa1/3/dudleysa3/elenasa2 is a [[File:Lk.png]].Slash Elbow... all others are reversible by super.<br />
<br />
cr.FP (the rising shoulder tackle) immediately when you see Elena leave the ground. If you hit with the cr.FP early so it only connects once instead of twice, you can follow up with a quick FK.Knee Grab.<br />
<br />
When she jumps in, she usually goes for a 2-hit air target combo, so be prepared to do a bunch of double parrying. Punish with st.[[File:Mp.png]] xx EX-Knee Grab when you get an opportunity.<br />
<br />
parrying her Mallet Smash (arch kick), the two hit one, allows for a choke/sleeper hold, or german suplex as a follow-up.<br />
<br />
===Serious Disadvantage Match-ups===<br />
*'''Chun-Li''' -Do not blindly use EX-Slash Elbow once she gets meter, since she has one of the fastest supers (SAII) in the game and can punish a blocked one. You can, however, still use normal Slash Elbows if you space them properly. You want to hit with it so you can block any retaliation if the Elbow Slash is blocked.<br />
<br />
Whenever Chun doesn't have a super charged, rush her down...this is your shot at dealing some damage before she becomes extremely dangerous. So, at the start of the first round, be aggressive. Try some cr.FK outside of her cr.[[File:Mk.png]] range to trip her up. Throw in some headbutts while playing the footsie game with her. Tick powerbomb with j.[[File:Lp.png]], or early j.FP --> land then jab.powerbomb.<br />
<br />
Once she gets meter, you'll need to be less aggressive and more tricky since one little mistake can cost you the round easily. Try to get a knockdown with charge partitioned dashing stomps. Carefully poke with far.[[File:Mk.png]] or towards.[[File:Mp.png]](the chop). Empty jump-in and mix-up charge partitioned stomps/kara throws/[[File:Mp.png]] xx EX Flash Chop/low parry SGGK technique. Parry her pokes from a distance if you can, and retaliate with the headbutt for nice stun.<br />
<br />
ONLY safe shoulder dash against kensa3/chunsa2/necrosa1/3/dudleysa3/elenasa2 is a [[File:Lk.png]].Slash Elbow... all others are reversible by super. <br />
<br />
{{Navbox-3S}}<br />
[[Category: Street Fighter 3: 3rd Strike]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SuperCombo_Wiki:Community_portal/Discords/Game&diff=233618SuperCombo Wiki:Community portal/Discords/Game2022-08-23T20:39:59Z<p>Bee chan: Added Black heart server</p>
<hr />
<div><!--While the table can be sorted alphabetically, please try to add servers in correct order to aid mobile users.--><br />
{| class="wikitable sortable" style="width:100%;"<br />
!Game||Server Name||Invite Link||Description<br />
|-<br />
|52Beatup<br />
|52Beatup Server<br />
|https://discord.com/invite/hxpt3MBz2A<br />
|<br />
|-<br />
|Acceleration of SUGURI 2<br />
|Acceleration of SUGURI 2<br />
|https://discord.gg/TKYtfuP<br />
|<br />
|-<br />
|Aggressor of Dark Kombat<br />
|World Heros Perfect + ADK<br />
|https://discord.gg/hsS5Fz6<br />
|Ninja Masters, ADK, World Heros Perfect<br />
|-<br />
|Akatsuki Blitzkampf<br />
|Akatsuki Blitzkampf<br />
|https://discord.gg/HH2K73K99s<br />
|<br />
|-<br />
|Akatsuki Blitzkampf<br />
|Akatsuki Blitzkampf Latinoamerica<br />
|https://discord.gg/WUUTB6TWGV<br />
|Akatsuki Blitkzkampf server for users in Latino america<br />
|-<br />
|Alice Senki II<br />
|Alice Senki II<br />
|https://discord.gg/7tJwmGy<br />
|<br />
|-<br />
|Among Us Arena<br />
|Among Us Arena<br />
|https://discord.com/invite/y9Hzucfk9G<br />
|<br />
|-<br />
|Tōkidenshō Angel Eyes/闘姫伝承 ANGEL EYES<br />
|Angel Eyes<br />
|https://discord.gg/TFt7ccTgbA<br />
|<br />
|-<br />
|Angels of Battle<br />
|Angels of Battle (BV Taisei)<br />
|https://discord.com/invite/8PPNKjsFD8<br />
|<br />
|-<br />
|Antinomy of Common Flowers<br />
|Touhou 15.5: AoCF<br />
|https://discord.gg/kfJTRBq<br />
|<br />
|-<br />
|Aquapazza: Aquaplus Dream Match<br />
|AquaPazza General<br />
|https://discord.gg/CtwRGVv<br />
|General AquaPazza server.<br />
|-<br />
|Arcana Heart 3 LOVEMAX SIX STARS!!!!!! XTEND<br />
|Arcana Heart<br />
|https://discord.gg/T996aUk<br />
|General AH3X server. <br />
|-<br />
|Arcana Heart 3 LOVEMAX SIX STARS!!!!!! XTEND<br />
|Arcana Heart: Competitive and Translation Community<br />
|https://discord.gg/yZ8YZ9k<br />
|<br />
|-<br />
|Arcana Heart 3 LOVEMAX SIX STARS!!!!!! XTEND<br />
|アルカナディスコ部<br />
|https://discord.gg/CDzsWnC<br />
|AH3LMSS Server for users in Japan.<br />
|-<br />
|ARMS<br />
|ARMS Central<br />
|https://discord.gg/34F5V5N<br />
|General ARMS server.<br />
|-<br />
|ARMS<br />
|/r/ARMS<br />
|https://discord.gg/kNPRG3u<br />
|ARMS server of the /r/ARMS subreddit.<br />
|-<br />
|ARMS<br />
|ARMS PUNCH CLUB<br />
|https://discord.gg/HQ3Tcwj<br />
|ARMS server of the ARMS PUNCH CLUB community.<br />
|-<br />
|ARMS<br />
|Casual ARMS<br />
|https://discord.gg/Yr8txgz<br />
|ARMS server for casual play.<br />
|-<br />
|ARMS<br />
|FellowsTV Community<br />
|https://discord.gg/BcEkYWe<br />
|ARMS Esports community team & tournament server.<br />
|-<br />
|ARMS<br />
|Team Chroma (TCM)<br />
|https://discord.gg/j8XApqt<br />
|Competitive team/community ARMS server.<br />
|-<br />
|ARMS<br />
|Polaris<br />
|https://discord.gg/SJkneC9<br />
|Competitive team/community ARMS server.<br />
|-<br />
|ARMS<br />
|ARMS AOC<br />
|https://discord.gg/sDZbjN8<br />
|ARMS server for users in Australia & East Asia.<br />
|-<br />
|ARMS<br />
|European ARMS Competitive<br />
|https://discord.gg/D8RSsmD<br />
|ARMS server for users in Europe.<br />
|-<br />
|ARMS<br />
|ARMS FightClub FR<br />
|https://discord.gg/GqmecqK<br />
|ARMS server for users in France.<br />
|-<br />
|ARMS<br />
|のびーるARMS<br />
|https://discord.gg/23Urrzr<br />
|ARMS server for users in Japan.<br />
|-<br />
|ARMS<br />
|SoCal ARMS<br />
|https://discord.gg/VRChYuF<br />
|ARMS server for users in Southern California.<br />
|-<br />
|ARMS<br />
|St. Louis ARMS<br />
|https://discord.gg/E4QSVNF<br />
|ARMS server for users in St. Louis (Missouri, USA).<br />
|-<br />
|ARMS<br />
|ARMS MetropolitanTri-state Server<br />
|https://discord.gg/pUJrRe6<br />
|ARMS server for users in the Tristate (NY/NJ/PHIL, USA).<br />
|-<br />
|Art of Fighting<br />
|Friends of Fighting<br />
|https://discord.gg/wgkg4Yq<br />
|<br />
|-<br />
|Astra Superstars<br />
|Astra Superstars<br />
|https://discord.gg/kSeQBf4yFm<br />
|General Astra Superstars server<br />
|-<br />
|Asuka 120% Burning Fest<br />
|Asuka 120% LimitOver & Series<br />
|https://discord.gg/K4WyTCC<br />
|<br />
|-<br />
|Asura Buster: Eternal Warriors<br />
|ASURA BUSTER<br />
|https://discord.gg/uqvRzaEqg7<br />
|General Asura Buster server.<br />
|-<br />
|Avengers in Galactic Storm<br />
|Avengers in Galaxtic Storm<br />
|https://discord.gg/PrJcuGFTsR<br />
|<br />
|-<br />
|Battle Fantasia -Revised Edition-<br />
|Battle Fantasia -Revised Edition-<br />
|https://discord.gg/UFQAJ7T<br />
|General Battle Fantasia server. language: English<br />
|-<br />
|Blade Arcus from Shining<br />
|BLADE HQ<br />
|https://discord.gg/7mVUMGm<br />
|General Blade Arcus server. language: English<br />
|-<br />
|Blade Strangers<br />
|Blade Strangers<br />
|https://discord.gg/feTNEZy<br />
|General Blade Strangers server. language: English<br />
|-<br />
|BlazBlue: Central Fiction<br />
|Blazblue Centralfiction<br />
|https://discord.gg/0XtdnEIBFQISZz1j<br />
|General Blazblue server. language: English<br />
|-<br />
|BlazBlue: Central Fiction<br />
|STEAM BBCF FITE DOJO v1.4b<br />
|https://discord.gg/K4tPHEg<br />
|General BBCF server for users on PC/Steam. language: English<br />
|-<br />
|BlazBlue: Central Fiction / BlazBlue Cross Tag Battle<br />
|BB Improvement Mod<br />
|https://discord.gg/j2mCX9s<br />
|BBCF/BBTAG modding community server. language: English<br />
|-<br />
|BlazBlue: Central Fiction<br />
|Final's Friendly Funtown<br />
|https://discord.gg/8vhdqnd<br />
|CHFiNaL's community server, focused primarily on BBCF. language: English<br />
|-<br />
|BlazBlue: Central Fiction<br />
|The Librarium<br />
|https://discord.gg/Kb8jQQT<br />
|BlazBlue wiki (https://blazblue.wiki) management/discussion server. language: English<br />
|-<br />
|BlazBlue: Central Fiction<br />
|edmonton blazblue boys<br />
|https://discord.gg/YJvVujV<br />
|BBCF server for users in Alberta (Canada). language: English<br />
|-<br />
|BlazBlue: Central Fiction<br />
|Blazblue Chile<br />
|https://discord.gg/MBNJQA4<br />
|BBCF & BBTAG server for users in Chile language: Spanish<br />
|-<br />
|BlazBlue: Central Fiction<br />
|Discord Blazblue France<br />
|https://discord.gg/0Ty2VVI2kihgOaih<br />
|BBCF server for users in France. language: French<br />
|-<br />
|BlazBlue: Central Fiction<br />
|Blazblue Eggplantfiction Extend<br />
|https://discord.gg/NY3SC5c<br />
|BBCF server for users in Russia. language: Russian<br />
|-<br />
|BlazBlue: Central Fiction<br />
|Socal Local BB<br />
|https://discord.gg/HMngzvQ<br />
|BBCF server for users in Southern California (USA). language: English<br />
|-<br />
|BlazBlue: Central Fiction<br />
|BB Sweden<br />
|https://discord.gg/Z8Tn8M8<br />
|BBCF server for users in Sweden. language: Swedish<br />
|-<br />
|BlazBlue: Central Fiction / BlazBlue Cross Tag Battle<br />
|AFGC BR<br />
|https://discord.gg/GzcNkVs <br />
|BBCF/BBTAG general server for users in Brazil. bobleis. language: Portuguese<br />
|- <br />
|BlazBlue Cross Tag Battle<br />
|Blazblue Cross Tag Battle<br />
|https://discord.gg/Y7GXc2g<br />
|General BBTAG server. language: English<br />
|-<br />
|BlazBlue Cross Tag Battle<br />
|Blazblue Cross Tag Battle<br />
|https://discord.gg/HuP77BX<br />
|General BBTAG server. language: English<br />
|-<br />
|BlazBlue: Central Fiction / BlazBlue Cross Tag Battle<br />
|BB Improvement Mod<br />
|https://discord.gg/j2mCX9s<br />
|BBCF/BBTAG modding community server. language: English<br />
|-<br />
|BlazBlue Cross Tag Battle<br />
|BBTAG Hashtags<br />
|https://discord.gg/StABhpF<br />
|Automated collection of BBTAG-related Twitter hashtags. language: Japanese, English<br />
|-<br />
|BlazBlue Cross Tag Battle<br />
|BBTAG France<br />
|https://discord.gg/CccZzYG<br />
|BBTAG server for users in France. language: French<br />
|-<br />
|BlazBlue Cross Tag Battle<br />
|BBTAG-OK<br />
|https://discord.gg/6StkAqy<br />
|BBTAG server for users in Oklahoma. language: English<br />
|-<br />
|BlazBlue Cross Tag Battle<br />
|SoCal BBTAG Discord<br />
|https://discord.gg/VAVcGHp<br />
|BBTAG server for users in Southern California (USA). language: English<br />
|-<br />
|Bloody Roar<br />
|Bloody Roar<br />
|https://discordapp.com/invite/VCxvPM9<br />
|<br />
|-<br />
|Breakers Revenge<br />
|Breakers Revenge<br />
|https://discord.gg/u5e6cuF<br />
|<br />
|-<br />
|Cartoon Network: Punch Time Explosion<br />
|Punch Time Network<br />
|https://discord.gg/t2M34gWPuz<br />
|<br />
|-<br />
|Capcom vs SNK 2<br />
|Capcom vs SNK 2 <br />
|https://tinyurl.com/CvS2Discord<br />
|CvS2 Chat, Live Streams & Archive Footage, Local Scene & Major Event Info, CvS2 Netplay & Online Tournaments<br />
|-<br />
|Chaos Code<br />
|Chaos Friends<br />
|https://discord.gg/rrC7fwf<br />
|English Language Chaos Code Discord<br />
|-<br />
|Cyberbots<br />
|Cyberbots<br />
|https://discord.gg/uZADVK54YG<br />
|<br />
|-<br />
|Dan-Ku-Ga<br />
|Dan-Ku-Ga<br />
|https://discord.gg/gnPkzQr<br />
|<br />
|-<br />
|Daraku Tenshi<br />
|Daraku Tenshi Fanclub<br />
|https://discord.gg/rbz8pUg<br />
|<br />
|-<br />
|Dead or Alive<br />
|Free Step Dodge<br />
|https://discord.gg/JvNgawv<br />
|FreeStepDodge community server<br />
|-<br />
|Dengeki Bunko Fighting Climax Ignition<br />
|DFCI<br />
|https://discord.gg/c8D33kazNj<br />
|General DFCI server.<br />
|-<br />
|Dengeki Bunko Fighting Climax Ignition<br />
|DFCI RE Ignition<br />
|https://discord.gg/WKj2Nvg<br />
|General DFCI server.<br />
|-<br />
|DNF Duel<br />
|r/DNFDuel<br />
|https://discord.gg/VrPtzF4BPU<br />
|General server for the upcoming fighting game DNF Duel.<br />
|-<br />
|Dual Souls<br />
|Dual Souls: The Last Bearer<br />
|https://discord.com/invite/tbtzmcK<br />
|<br />
|-<br />
|S.D. Hiryu no Ken Densetsu<br />
|Flying Dragon SD Online<br />
|https://discord.com/invite/vE6caBhUbH<br />
|<br />
|-<br />
|Double Dragon<br />
|NGCD Double Dragon<br />
|https://discord.gg/9kDHQewKab<br />
|General server for the NeoGeoCD Double Dragon game<br />
|-<br />
|E's Laf<br />
|E's Laf<br />
|https://discord.gg/A7hWQNF<br />
|General E's Laf english server<br />
|-<br />
|E's Laf<br />
|E's Laf channel<br />
|https://discord.gg/d8be5Uk<br />
|E's Laf server for users in Japan. Developer posts there.<br />
|-<br />
|Fantasy Strike<br />
|Sirlin Games * Fantasy Strike<br />
|https://discordapp.com/invite/FantasyStrike<br />
|Official Sirlin Games discord for Fantasy Strike universe<br />
|-<br />
|Far East of Eden: Kabuki Klash<br />
|Far East of Eden: Kabuki Klash<br />
|https://discord.gg/qNJKnuGvjM<br />
|<br />
|-<br />
|Flash Party<br />
|Flash Party<br />
|https://discord.com/invite/flashparty<br />
|<br />
|-<br />
|Fatal Fury<br />
|Fatal Fury South Town Express<br />
|https://discord.gg/JYfP4s8VBa<br />
|<br />
|-<br />
|Fighting Vipers<br />
|Vipers' Fightclub<br />
|https://discord.gg/2yasqhZfpb<br />
|<br />
|-<br />
|Fighting EX Layer<br />
|Fighting EX Layer <br />
|https://discord.gg/gACXuduxnr<br />
|<br />
|-<br />
|Fuuka-Taisen [ふうかσたいせん]<br />
|Fukka σ Taisen the Mai-HiME doujin fighting game<br />
|https://discord.gg/EGGvTuW<br />
|English server<br />
|-<br />
|Garou: Mark of the Wolves<br />
|Garou: M.O.T.W.B.R<br />
|https://discord.gg/pr8cqxM6QE<br />
|Brazil server (Portuguese)<br />
|-<br />
|Garou: Mark of the Wolves<br />
|Garou: Mark of the Wolves<br />
|https://discord.gg/zcpbgDS<br />
|<br />
|-<br />
|Granblue Fantasy: Versus<br />
|Granblue Fantasy: Versus<br />
|https://discord.gg/vmtBuDM<br />
|<br />
|-<br />
|Granblue Fantasy: Versus<br />
|Granblue Fantasy Versus Hub<br />
|https://discordapp.com/invite/M3GG6QE<br />
|<br />
|-<br />
|Guilty Gear -Strive-<br />
|GGST Resource Hub<br />
|https://discord.gg/Xfzd7mkamF<br />
|Strive server dedicated to the curation of resources and gameplay discussion<br />
|-<br />
|Guilty Gear -Strive-<br />
|GGST Community<br />
|https://discord.gg/MXGC8JAGyH<br />
|General Strive Server<br />
|-<br />
|Guilty Gear -Strive-<br />
|GG Strive EU<br />
|https://discord.gg/HSneEqPm8G<br />
|GG strive European discord<br />
|-<br />
|Guilty Gear -Strive-<br />
|EMEA GGST<br />
|https://discord.gg/DtZfNAXxDJ<br />
|GGST discord for the EMEA region (europe/middle east)<br />
|-<br />
|Guilty Gear -Strive-<br />
|Guilty Gear Colombia Local<br />
|https://discord.gg/3QvEVap7Dw<br />
|GG strive Colombian Discord<br />
|-<br />
|Guilty Gear -Strive-<br />
|Guilty Gear STRIVE Brasil<br />
|https://discord.gg/tMaShHuJBF<br />
|Guilty Gear Strive Brazilian community<br />
|-<br />
|Guilty Gear Xrd Revelator<br />
|Guilty Gear Xrd Rev2<br />
|https://discord.gg/vXuQYrR<br />
|<br />
|-<br />
|Guilty Gear XX #Reload<br />
|Guilty Gear XX #RELOAD<br />
|https://discord.gg/q98atkJ<br />
|<br />
|-<br />
|Guilty Gear XX +R<br />
|Guilty Gear XX Plus R<br />
|https://discord.gg/EwyGbew<br />
|<br />
|-<br />
|Guilty Gear XX +R<br />
|Plus R BR<br />
|https://discord.gg/EwyGbew<br />
|GG+R server for users in Brazil<br />
|-<br />
|Guilty Gear series<br />
|GG - TR<br />
|https://discord.gg/qFCQxaMyVs<br />
|Guilty gear Turkish community<br />
|-<br />
|Guilty Gear<br />
|Guilty gear Missing Link (GGML)<br />
|https://discord.com/invite/nDdCU42paY<br />
|Guilty Gear: The Missing Link<br />
|-<br />
|Gundam: Battle Assault 2<br />
|GUNDAM BATTLE ASSAULT 2<br />
|https://discord.gg/8d7h9M2V8X<br />
|<br />
|-<br />
|Glove on Fight 2:Gleam of Force <br />
|Gleam Force<br />
|https://discord.gg/qFQNU7SZ8K<br />
|<br />
|-<br />
|Kidou Seshi Gundam- Seed Destiny<br />
|Kidou Seshi Gundam- Seed Destiny<br />
|https://discord.gg/wv7AszJb7X<br />
|General Seed Destiny server<br />
|-<br />
|Mobile Suit Gundam: EX Revue<br />
|GUNDAM EX REVUE<br />
|https://discord.com/invite/TaFYrDcCZk<br />
|<br />
|-<br />
|Hokuto no Ken<br />
|Hokuto no Ken (ASW FG)<br />
|https://discord.gg/q3EzrAp<br />
|<br />
|-<br />
|Hinokakera<br />
|Hinkakera Chaotic Eclipse<br />
|https://discord.gg/M5Vdq4gtYC<br />
|<br />
|-<br />
|JoJo's Bizarre Adventure: Heritage for the Future<br />
|JJBAHFTF<br />
|https://discord.gg/EFZyyJm<br />
|<br />
|-<br />
|JoJo's Bizarre Adventure: Heritage for the Future<br />
|HFTF Brasil<br />
|https://discord.gg/R5k3qWt<br />
|Brazilian HFTF Server<br />
|-<br />
|Joy Mech Fight<br />
|Joy Mech Fight<br />
|https://discord.gg/ewjeffJ<br />
|<br />
|-<br />
|Karnov's Revenge/Fighter's History Dynamite<br />
|Karnov's Revenge/FHD<br />
|https://discord.gg/4v2NyhB<br />
|<br />
|-<br />
|Killer Instinct 2013<br />
|Killer Instinct Discord<br />
|https://discord.gg/udYUAVyMEr<br />
|<br />
|-<br />
|KenJu<br />
|KenJu Koya<br />
|https://discord.gg/TrK3btH6W8<br />
|<br />
|-<br />
|Kizuna Encounter<br />
|King Lion Palace - Kizuna Encounter<br />
|https://discord.gg/q3KEVmXh95<br />
|<br />
|-<br />
|Magical Drop<br />
|Magical Drop<br />
|https://discord.gg/SxgCFn6<br />
|<br />
|-<br />
|Magical Drop<br />
|Magidropers<br />
|https://discord.gg/BhU4njT<br />
|<br />
|-<br />
|Martial Masters<br />
|Martial Masters Discord<br />
|https://discord.gg/aFJkDw4<br />
|<br />
|-<br />
|Marvel Super Heroes<br />
|Marvel Super Heroes<br />
|https://discord.gg/EwRrcEbSxk<br />
|<br />
|-<br />
|Marvel Super Heroes vs. Street Fighter<br />
|Marvel Super Heroes vs. Street Fighter<br />
|https://discord.gg/VVAYAAaqxj<br />
|<br />
|-<br />
|Marvel vs Capcom: Clash of Super Heroes<br />
|Marvel vs Capcom: Clash of Super Heroes<br />
|https://discord.gg/NFGqcXD<br />
|<br />
|-<br />
|Marvel vs Capcom Infinite<br />
|The Gauntlet<br />
|https://discord.gg/BjNrRD4<br />
|<br />
|-<br />
|Marvel vs Capcom 2<br />
|Marvel vs Capcom 2: New Age of Heroes<br />
|https://discord.gg/78xYqBDYWG<br />
|<br />
|-<br />
|Matrimelee<br />
|Matrimelee<br />
|https://discord.com/invite/8KFWwEHcAU<br />
|<br />
|-<br />
|Million Arthur arcana blood<br />
|Million Arthur arcana blood<br />
|https://discord.gg/kx7Sa2e<br />
|<br />
|-<br />
|Mighty Warriors<br />
|Mighty warriors<br />
|https://discord.com/invite/KBeHaw5dVt<br />
|<br />
|-<br />
|Million KNights Vermillion<br />
|Million KNights Vermillion<br />
|https://discord.gg/Ds8QkYeJNQ<br />
|<br />
|-<br />
|Monster<br />
|8105Monster<br />
|https://discord.com/invite/bSjK3kn<br />
|<br />
|-<br />
|Mortal Kombat<br />
|/r/MortalKombat<br />
|https://discord.gg/mortalkombat<br />
|<br />
|-<br />
|Mortal Kombat 11<br />
|Mortal Kombat 11<br />
|https://discord.gg/mortalkombat11<br />
|<br />
|-<br />
|Multiversus<br />
|Multiversus Pro Cord<br />
|https://discord.gg/2RaF8CknvJ<br />
|<br />
|-<br />
|Multiversus<br />
|MultiVersus Arcade<br />
|https://discord.gg/aaTRafzSF4<br />
|<br />
|-<br />
|Multiversus<br />
|MultiVersus<br />
|https://discord.gg/54m5fHz4Fq<br />
|<br />
|-<br />
|Multiversus<br />
|MultiVersus<br />
|https://discord.gg/multiversus<br />
|official multiVersus discord<br />
|-<br />
|Neo Geo Battle Coliseum<br />
|Coliseum Of Chaos<br />
|https://discord.gg/u3FvwKC<br />
|<br />
|-<br />
|Nickelodeon All-Star Brawl<br />
|Nickelodeon All-Star Brawl<br />
|https://discord.gg/nasb<br />
|Official server by Ludosity devs<br />
|-<br />
|Nitroplus Blasterz: Heroines Infinite Duel<br />
|Nitro+ Blasterz: Heroines Infinite Duel<br />
|https://discord.gg/xGcNFg4<br />
|<br />
|-<br />
|Persona 4 Arena Ultimax<br />
|Persona 4 Arena Ultimax<br />
|https://discord.gg/QbXHSY4Js2<br />
|<br />
|-<br />
|Persona 4 Arena Ultimax<br />
|Persona 4 South Arena<br />
|https://discord.gg/MhCkH93<br />
|Persona 4 Arena Ultimax server for South America<br />
|-<br />
|Persona 4 Arena Ultimax<br />
|[P4PC] Persona Fight Club<br />
|https://discord.gg/VKurmvEHPm<br />
|Emulated/parsec pc for P4U2 games<br />
|-<br />
|Power Rangers Battle for the Grid<br />
|Battle for the Grid<br />
|https://discord.gg/X8FQhtx4MN<br />
|<br />
|-<br />
|Punch Planet<br />
|Punch Planet<br />
|https://discord.gg/punchplanet<br />
|<br />
|-<br />
|Psychic Force 2012<br />
|Psychic Force Central 2012<br />
|https://discord.gg/VAmVzVavnM<br />
|Psychic Force 2012 server.<br />
|-<br />
|Rabbit<br />
|Rabbit Community Hub<br />
|https://discord.gg/M6M9QYMAcR<br />
|General community for Rabbit<br />
|-<br />
|Rakugakids<br />
|Rakugakids<br />
|https://discord.gg/xt3tcDP<br />
|General community for the obscure N64 FG, Rakugakids<br />
|-<br />
|-<br />
|Red Earth/War-Zard<br />
|Red Earth/War-Zard<br />
|https://discord.gg/7eNk7pm<br />
|<br />
|-<br />
|Ring of Destruction: Slam Masters II<br />
|Ring of Discord - CWA<br />
|https://discord.gg/8YJ8ztg<br />
|<br />
|-<br />
|Rising Thunder<br />
|Rising Thunder Community<br />
|https://discord.gg/U5S6TTp<br />
|<br />
|-<br />
|Rival Schools / Project Justice<br />
|Rival Schools / Project Justice<br />
|https://discord.gg/PPq7WRe<br />
|General Justice Gakuen server<br />
|-<br />
|Samurai Shodown<br />
|Samurai Friends!<br />
|https://discord.gg/AnFuyDH<br />
|Active for Samsho 6, formerly Samsho 3. Has channels for each game.<br />
|-<br />
|Samurai Shodown<br />
|Samurai Shodown<br />
|https://discord.gg/pyxCxYHJsN<br />
|Samsho 7 and 5Sp focused<br />
|-<br />
|Samurai Shodown <br />
|Shogun Slash<br />
|https://discord.com/invite/gyutE4FP9e<br />
|General Samurai Shodown server<br />
|-<br />
|Samurai Shodown V Special<br />
|Samsho 5 Special Gang<br />
|https://discord.gg/kqj5b4g<br />
|<br />
|-<br />
|Moon Lights 2<br />
|Moon Lights 2<br />
|https://discord.com/invite/u3W4CmJz3H<br />
|<br />
|-<br />
|Sailor Moon S<br />
|Moonlight Fight Society<br />
|https://discord.gg/u7grEFcneP<br />
|Discord for Sailor Moon fighting games<br />
|-<br />
|Skullgirls<br />
|Skullgirls Official<br />
|https://discord.gg/Xvm8dMq<br />
|Official Skullgirls Discord.<br />
|-<br />
|Skullgirls<br />
|EU Skullfriends<br />
|https://discord.gg/Xvm8dMq<br />
|EU Skullgirls Discord.<br />
|-<br />
|Skullgirls<br />
|Skullgirls Brasil<br />
|https://discord.gg/010sEusENWiVtbx5u<br />
|Skullgirls general server for users in Brazil. language: Portuguese<br />
|-<br />
|Skullgirls<br />
|Skullbats<br />
|https://discord.gg/bQHxWsv<br />
|<br />
|-<br />
|SNK vs. Capcom: SVC Chaos<br />
|Coliseum Of Chaos<br />
|https://discord.gg/u3FvwKC<br />
|<br />
|-<br />
|SNK vs. Capcom: Match of the Millennium<br />
|Coliseum Of Chaos<br />
|https://discord.gg/u3FvwKC<br />
|<br />
|-<br />
|Soul Calibur 6<br />
|The Soul Still Burns!<br />
|https://discord.gg/AF4Egwf<br />
|<br />
|-<br />
|Soul Calibur 6<br />
|8wayrun<br />
|https://discord.gg/8wayrun<br />
|<br />
|-<br />
|Street Fighter Alpha 2 / Zero 2<br />
|Alpha 2 Revival<br />
|https://discord.gg/CKy8GXrjUS<br />
|<br />
|-<br />
|Street Fighter Alpha 3 / Zero 3<br />
|ZERO Division<br />
|https://discord.gg/rBaGwT2V5j<br />
|<br />
|-<br />
|Street Fighter: The Movie<br />
|Street Fighter The Movie The Game The Discord<br />
|https://discord.gg/tNzZSrt<br />
|<br />
|-<br />
|Street Fighter EX Series<br />
|Arika & Capcom Classics<br />
|https://discord.gg/VR4PNaP<br />
|<br />
|-<br />
|Street Fighter 1 and SF1++<br />
|Street Fighter (1987)<br />
|https://discord.com/invite/pkdXDf3B8J<br />
|<br />
|-<br />
|Street Fighter 2: Champion Edition<br />
|Champion Edition Champions<br />
|https://discord.gg/XSeUutr<br />
|<br />
|-<br />
|Street Fighter 2 Turbo: Hyper Fighting<br />
|Street Fighter 2 Hyper Fighting<br />
|https://discord.gg/Zq7aS6mDUe<br />
|<br />
|-<br />
|Street Fighter 3: Third Strike<br />
|Street Fighter 3: Third Strike<br />
|https://discord.gg/8hWg5GF<br />
|<br />
|-<br />
|Super Street Fighter 2 Turbo/2X (ST)<br />
|ST Revival (Super Turbo Revival)<br />
|https://discord.gg/yeaZtebV6j<br />
|ST discord for tournaments, matchmaking, and general discussion.<br />
|-<br />
|Super Street Fighter 2 Turbo/2X (ST)<br />
|Grand Master Challenge<br />
|https://discord.gg/DQ3gBVn<br />
|General ST discord<br />
|-<br />
|Super Gem Fighter Mini Mix / Pocket Fighter<br />
|Super Gem Fighter: Mini Mix<br />
|https://discord.gg/JbVjf5zqBD<br />
|<br />
|-<br />
|Tatsunoko vs. Capcom<br />
|Tatsunoko vs. Capcom<br />
|https://discord.gg/TunaQmn<br />
|<br />
|-<br />
|Teenage Mutant Ninja Turtles: Tournament Fighters<br />
|TMNT x Justice League + SNES Fighters<br />
|https://discord.gg/9vd8uTp<br />
|Maintainers of [http://newchallenger.net/w/ Super Fighting Wiki]. SNES Fighting Game Discord.<br />
|-<br />
|Tekken 7<br />
|Tekken Zaibatsu<br />
|https://discord.gg/tekkenzaibatsu<br />
|<br />
|-<br />
|Tech Romancer<br />
|Tech Romancer<br />
|https://discord.gg/pJebEhqpmj<br />
|<br />
|-<br />
|King of Fighters Maximum Impact series<br />
|Maximum Impactors<br />
|https://discord.gg/YrctFaJ6ec<br />
|KOF Maximum impact series<br />
|-<br />
|The King of Fighters 94 & 95<br />
|KOF'94/KOF'95<br />
|https://discord.gg/B3SGR8RMfx<br />
|Also supports KOF95 Special 2017 rom hack<br />
|-<br />
|The King of Fighters 98 <br />
|KOF98: The Serverfest <br />
|https://discord.gg/PRvpcuGfmN<br />
|<br />
|-<br />
|The King of Fighters 98 UMFE<br />
|KOF 98 UMFE<br />
|https://discord.gg/rbRX3Dv5TG<br />
|<br />
|-<br />
|The King of Fighters' 99<br />
|The King of Fighters' 99<br />
|https://discord.gg/E6njZwVetB<br />
|<br />
|-<br />
|The King of Fighters 2000<br />
|KOF 2000 Community Discord<br />
|https://discord.gg/SUdsfQ8<br />
| <br />
|-<br />
|The King of Fighters 2001<br />
|KOF 2001 Community Discord<br />
|https://discord.gg/x2Zx9hxm94<br />
|<br />
|-<br />
|The King of Fighters 2002 UM<br />
|KOF 2K2 UM<br />
|https://discord.gg/8JNXHxf<br />
|<br />
|-<br />
|The King of Fighters 2002 UM<br />
|K.O | Comunidade de Jogos de Luta<br />
|https://discord.gg/H3y2dXT3mj<br />
|Portuguese KOF 2002 community<br />
|-<br />
|The King of Fighters 2003<br />
|KOF 2003 Discord<br />
|https://discord.gg/JGQ6XFGDVZ<br />
|<br />
|-<br />
|The Last Blade<br />
|The Last Blade<br />
|https://discord.gg/fxmvP3VPpt<br />
|<br />
|-<br />
|The Black Heart Server<br />
|The Black Heart<br />
|https://discord.com/invite/wVkqZPQXYD<br />
|<br />
|-<br />
|Bushido Blade series<br />
|Bushido Blade 1 & 2<br />
|https://discord.com/invite/zzFaARkmSD<br />
|<br />
|-<br />
|The Rumble Fish 2<br />
|The Rumble Fish 2<br />
|https://discord.gg/sqrKA9g9tQ<br />
|<br />
|-<br />
|Top Ranking Stars<br />
|Top Ranking Stars Open-Weight Worldwide Online Gym<br />
|<s>https://discord.com/invite/hWtmwDy3sG</s><br />
|Top Ranking Stars needs a new invite link<br />
|-<br />
|Touhou Hisoutensoku<br />
|#hisouten<br />
|https://discord.gg/bAdNz4P<br />
|Hisoutensoku general server focused on the community. language: English <br />
|-<br />
|Touhou Hisoutensoku<br />
|Touhou 12.3 Hisoutensoku<br />
|https://discord.gg/FPRsu7H<br />
|Hisoutensoku general server focused on the game. language: English<br />
|-<br />
|Touhou Hisoutensoku<br />
|Gensou Arena <br />
|https://discord.gg/eKHfY6T<br />
|Touhou fighters (mainly Soku) general server for Brazilians. language: Portuguese<br />
|-<br />
|Touhou Hisoutensoku<br />
|Sokuway[Hisoutensoku/Español]<br />
|https://discord.gg/dRuYZzd<br />
|Hisoutensoku general server for users in Latin America. language: Spanish<br />
|-<br />
|Tough Love Arena<br />
|Tough Love Arena<br />
|https://discord.gg/gMBRaUPDT7<br />
|<br />
|-<br />
|Toy Fighters<br />
|Toy Fighters<br />
|https://discord.gg/stdfgxzXHx<br />
|<br />
|-<br />
|Twinkle Star Sprites<br />
|Twinkle Star Sprites Discord Group<br />
|https://discord.gg/GkTWb8y7qP<br />
|<br />
|-<br />
|Ultimate Marvel vs. Capcom 3<br />
|The UMVC3 Discord<br />
|https://discord.gg/eY2rUC2<br />
|<br />
|-<br />
|海腹川背 BaZooKa! (umihara kawase BaZooKa!)<br />
|海腹川背bazooka! バズーカ部<br />
|https://discord.gg/W4mzXeVKAJ<br />
|Japanese discord for umihara kawase Bazooka<br />
|-<br />
|海腹川背<br />
|海腹川背さん<br />
|https://discord.gg/HRyzzG5<br />
|Japanese discord for general umihara kawase games<br />
|-<br />
|Umineko: Golden Fantasia<br />
|Golden Fantasia (Ougon)<br />
|https://discord.gg/xsgJKjh<br />
|<br />
|-<br />
|Under Night In-Birth series<br />
|Under Night In-Birth Player Hub<br />
|https://discord.gg/WvDUarJ<br />
|<br />
|-<br />
|Vampire Savior<br />
|Vampire Savior Community Discord<br />
|https://discord.gg/5fwSewN33p<br />
|<br />
|-<br />
|Vampire Savior<br />
|[ Neko Punchi ]<br />
|https://discord.gg/VudXrpugpG<br />
|Brazilian Vampire Savior Discord<br />
|-<br />
|Vampire Savior<br />
|【DARKSTALKERS】Latinoamérica Community<br />
|https://discord.gg/Tg9nGyJ3mj<br />
|Latin America Vampire Savior Discord<br />
|-<br />
|Vampire Savior<br />
|VAMPIRE MEGA SAVIOR TOURNAMENT EDITION<br />
|https://discord.com/invite/fBKy9kRD<br />
|French Vampire Savior Discord<br />
|-<br />
|Waku Waku 7<br />
|Waku Waku 7<br />
|https://discord.gg/SR5FZZU4Tv<br />
|<br />
|-<br />
|Windjammers<br />
|Jam The Wind<br />
|https://discord.gg/gcD7G86<br />
|<br />
|-<br />
|World Heroes Perfect<br />
|World Heroes Perfect + ADK<br />
|https://discord.gg/hsS5Fz6<br />
|<br />
|-<br />
|X-Men: Children of the Atom<br />
|X-Men: Children Of The Atom<br />
|https://discord.gg/e2pQFFj<br />
|<br />
|-<br />
|X-Men Mutant Academy<br />
|X-Men Mutant Academy<br />
|https://discord.com/invite/dPFa7hvZvB<br />
|<br />
|-<br />
|X-Men vs. Street Fighter<br />
|X-Men vs Street Fighter<br />
|https://discord.gg/hGJk6bvG8t<br />
|<br />
|-<br />
|King of Fighters Series<br />
|Dream Cancel<br />
|https://discord.gg/gAYf5cK<br />
|KOF server of the Dream Cancel community.<br />
|-<br />
|King of Fighters Series<br />
|The King of Fighters<br />
|https://discord.gg/PQVZdME<br />
|General server for all KOF titles.<br />
|-<br />
|Naruto GNT and Clash of Ninja<br />
|Gekitou Ninja Taisen Community<br />
|https://discord.gg/QjV8vUu<br />
|General server for all GNT and Clash of Ninja games.<br />
|-<br />
|Ninja Masters<br />
|World Heros Perfect + ADK<br />
|https://discord.gg/hsS5Fz6<br />
|Ninja Masters, ADK, World Heros Perfect<br />
|-<br />
|UNDER NIGHT IN-BIRTH series<br />
|Under Night In-Birth Wiki<br />
|https://discord.gg/2qxJec2<br />
|Under Night wiki (in-birth.fandom.com) management/discussion server.<br />
|-<br />
|Virtual Fighter Series<br />
|TheVirtuaFighters<br />
|https://discord.gg/M4aqT96<br />
|General VF server.<br />
|-<br />
|Battle Cross FEVER<br />
|Team Cross FEVER<br />
|https://discord.gg/H4nVKdn<br />
|Official Battle Cross FEVER server.<br />
|-<br />
|Battle Fantasia -Revised Edition-<br />
|Battle Fantasia -Revised Edition-<br />
|https://discord.gg/UFQAJ7T<br />
|General Battle Fantasia server.<br />
|-<br />
|BAYANI<br />
|BayaniPh<br />
|https://discord.gg/ngXt9qp<br />
|Official Bayani server.<br />
|-<br />
|BlazBlue Cross Tag Battle<br />
|BBTAG Argentina<br />
|https://discord.gg/DqTh3My<br />
|BBTAG server for users primarily in Argentina, Chile, and Brazil.<br />
|-<br />
|BlazBlue: Central Fiction / BlazBlue Cross Tag Battle<br />
|bbcf.pl & bbtag.pl<br />
|https://discord.gg/rX8ACFe<br />
|BBCF / BBTAG server for users in Poland.<br />
|-<br />
|BoxFighter<br />
|#BoxFighter<br />
|https://discord.gg/xbdNRPM<br />
|General BoxFighter server.<br />
|-<br />
|Brawlhalla<br />
|Brawlhalla<br />
|https://discord.gg/brawlhalla<br />
|Brawlhalla server of the /r/Brawlhalla subreddit.<br />
|-<br />
|Brawlhalla<br />
|Brawl League<br />
|https://discord.gg/brawlleague<br />
|Brawhalla server of the Brawl League community.<br />
|-<br />
|Brawlhalla<br />
|Brawl League Academy<br />
|https://discord.gg/EwBX69r<br />
|Brawlhalla server for beginners' tournaments/coaching/matchmaking.<br />
|-<br />
|Brief Karate Foolish<br />
|Brief Karate Fools<br />
|https://discord.gg/JbjASKK<br />
|General BFK server.<br />
|-<br />
|Card Sagas Wars<br />
|Card Sagas Wars<br />
|https://discord.gg/8yTPH7k<br />
|Official CSW server.<br />
|-<br />
|Catherine: Full Body / Catherine<br />
|Catherine<br />
|https://discord.gg/bTPH7aB<br />
|General Catherine server.<br />
|-<br />
|CHAOS CODE -NEW SIGN OF CATASTROPHE-<br />
|Chaos Code<br />
|https://discord.gg/GUBw4mv<br />
|General Chaos Code server.<br />
|-<br />
|Crucis Fatal Fake<br />
|Crucis Fatal Fake Community Discord<br />
|https://discord.gg/pfqFqeY<br />
|General Crucis Fatal Fake server.<br />
|-<br />
|Dark Awake<br />
|Dark Awake/ Chaos Breaker Discord<br />
|https://discord.gg/KPzfvZH<br />
|<br />
|-<br />
|Daemon Bride<br />
|Daemon Briders<br />
|https://discord.gg/heRhq4e<br />
|General Daemon Bride server.<br />
|-<br />
|Dead or Alive 2<br />
|Dead or Alive 2<br />
|https://discord.gg/wd3Q5Bv6Fn<br />
|General DOA2 server.<br />
|-<br />
|Dead or Alive 6<br />
|Dead or Alive<br />
|https://discord.gg/yQdaCKn<br />
|General DOA server.<br />
|-<br />
|Dead or Alive 6<br />
|r/DeadorAlive<br />
|https://discord.gg/YANfud4<br />
|DOA server of the /r/DeadOrAlive subreddit.<br />
|-<br />
|Dead or Alive 6<br />
|Australia+NZ DOA Dead Or Alive Fighters<br />
|https://discord.gg/n3mGg36<br />
|DOA server for users in Australia & New Zealand.<br />
|-<br />
|Dead or Alive 6<br />
|DOA Brasil<br />
|https://discord.gg/5UvDpjR<br />
|DOA server for users in Brazil.<br />
|-<br />
|Dead or Alive 6<br />
|Dead or Alive<br />
|https://discord.gg/b2bcCVH<br />
|DOA server for users in Russia.<br />
|-<br />
|Dead or Alive 6<br />
|Dead or Alive Kamae 🔊<br />
|https://discord.gg/qC8JxWrr<br />
|DOA server for users in South America.<br />
|-<br />
|Dead or Alive 6<br />
|Sweden DoA<br />
|https://discord.gg/qVD6Mfe<br />
|DOA server for users in Sweden.<br />
|-<br />
|Def Jam: Fight for NY<br />
|Club Murder: Def Jam Community<br />
|https://discord.gg/26dusSw<br />
|General Def Jam server.<br />
|-<br />
|Digimon Rumble Arena<br />
|Digimon Rumble Arena<br />
|https://discord.gg/hPJgZ4J<br />
|General Digimon Rumble Arena server.<br />
|-<br />
|Dissidia NT<br />
|Dissidia Network<br />
|https://discord.gg/qs8cA3K<br />
|General Dissidia NT server.<br />
|-<br />
|Dissidia NT<br />
|Dissidia Brasil<br />
|https://discord.gg/UcZ4UU6<br />
|Dissidia NT server for users in Brazil.<br />
|-<br />
|Dissidia NT<br />
|Dissidia EU<br />
|https://discord.gg/2JpjkWG<br />
|Dissidia NT server for users in Europe.<br />
|-<br />
|Dissidia NT<br />
|Dissidia Oceania<br />
|https://discord.gg/HtnXx5X<br />
|Dissidia NT server for users in Oceania.<br />
|-<br />
|DOA6 / DOA5 / DOA2<br />
|Dead Or Alive France<br />
|https://discord.gg/F3adaZd<br />
|DOA server for users in France.<br />
|-<br />
|Dong Dong Never Die<br />
|Dong Dong Never Die<br />
|https://discord.gg/xnZsTsP<br />
|General Dong Dong server.<br />
|-<br />
|Dragon Ball FighterZ<br />
|/r/DragonballFighterZ<br />
|https://www.discord.gg/dbfz<br />
|DBFZ server of the /r/DragonballFighterZ subreddit.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Dragon Ball FighterZ<br />
|https://discord.gg/xg679Ju<br />
|DBFZ server of the /r/dbfz subreddit.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Dragon Ball FighterZ<br />
|https://discord.gg/vCx76Vv<br />
|General DBFZ server.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Destructo Discord<br />
|https://discord.gg/dbz<br />
|General server of the DBZ series.<br />
|-<br />
|Dragon Ball FighterZ<br />
|CELL GAMES ARENA<br />
|https://discord.gg/tatsunical<br />
|Tatsunical's community server, focused primarily on DBFZ.<br />
|-<br />
|Dragon Ball FighterZ<br />
|/dbfzg/ stuff<br />
|https://discord.gg/ng4A6YW<br />
|/vg/ community, focused primarily on DBFZ.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Dragon Ball FighterZ Brasil<br />
|https://discord.gg/dSP27y6<br />
|DBFZ server for users in Brazil.<br />
|-<br />
|Dragon Ball FighterZ<br />
|DBFZ EU<br />
|https://discord.gg/RjgxvHC<br />
|DBFZ server for users in Europe.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Fighting DreamerZ<br />
|https://discord.gg/aAprAmw<br />
|DBFZ server for users in France.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Dragon Ball FighterZ<br />
|http://discord.gg/tXP2HaC<br />
|DBFZ server for users in France.<br />
|-<br />
|Dragon Ball FighterZ<br />
|KR DBFZ Community<br />
|https://discord.gg/2EB5FXa<br />
|DBFZ server for users in Korea.<br />
|-<br />
|Dragon Ball FighterZ<br />
|NEFGC Dragon Ball Fighterz<br />
|https://discord.gg/nyYQRA3<br />
|DBFZ server for users in New England (USA).<br />
|-<br />
|Dragon Ball FighterZ<br />
|OCE DBFZ Community<br />
|https://discord.gg/jqUYD3H<br />
|DBFZ server for users in Oceania.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Oklahoma FighterZ<br />
|https://discord.gg/5NFXMRH<br />
|DBFZ server for users in Oklahoma.<br />
|-<br />
|Dragon Ball FighterZ<br />
|dbfz.pl<br />
|https://discord.gg/RdGzQa7<br />
|DBFZ server for users in Poland.<br />
|-<br />
|Dragon Ball FighterZ<br />
|PT FighterZ<br />
|https://discord.gg/KQW63zS<br />
|DBFZ server for users in Portugal.<br />
|-<br />
|Dragon Ball FighterZ<br />
|DBFZ SEA<br />
|http://discord.gg/fd2vhwf<br />
|DBFZ server for users in Southeast Asia.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Dragonball Fighterz Sweden<br />
|https://discord.gg/QTMcDrn<br />
|DBFZ server for users in Sweden.<br />
|-<br />
|Dragon Ball FighterZ<br />
|Dragon Ball FighterZ UK<br />
|https://discord.gg/nVmdKvX<br />
|DBFZ server for users in the UK.<br />
|-<br />
|Dragonball Z: Budokai (All iterations)<br />
|DBZ Budokai Online<br />
|https://discord.gg/DQcaSQB<br />
|General server for the DBZ: Budokai series.<br />
|-<br />
|Dragon Ball Z: Extreme Butōden<br />
|One Piece: DaiKaizoku Colosseum/DBZ: Extreme Butoden<br />
|https://discord.gg/aH5FV87<br />
|DragonBall Z: Extreme Butoden/One Piece: Dai Kaizoku Colosseum<br />
|-<br />
|Dragon Ball Z: Hyper Dimension<br />
|DBZ Hyper Dimension Masters<br />
|http://discord.gg/WfVW92p<br />
|<br />
|-<br />
|Dragon Ball Z: Budokai Tenkaichi 2<br />
|Budokai Tenkaichi 2 Community<br />
|https://discord.gg/Y4wg863FTr<br />
|<br />
|-<br />
|Dragon Ball Z: Budokai Tenkaichi 3<br />
|The Tenkaichi Otherworld<br />
|https://discord.gg/sjyzCaZTRt<br />
|<br />
|-<br />
|Dragon Ball Z: Budokai Tenkaichi 3<br />
|BT3 Online<br />
|https://discord.gg/FaHPqPJVJG<br />
|<br />
|-<br />
|Dragon Ball Z: Budokai Tenkaichi 3<br />
|Tenkaichi 3 Italia<br />
|https://discord.gg/VVWFVh6ss6<br />
|Italian community for DBZ BT3<br />
|-<br />
|Dragon Ball Z: Budokai Tenkaichi 3/4<br />
|COMUNIDAD DBZ BT3 Y BT4 LATINOAMERICA Y EUROPA<br />
|https://discord.gg/DnNCzNga9v<br />
|South America/Europe(Spanish)<br />
|-<br />
|Duels of Fortune<br />
|Duels of Fortune<br />
|https://discord.gg/uXMQw9e<br />
|Official Duels of Fortune server.<br />
|-<br />
|E's Laf++<br />
|E's Laf++ NA<br />
|https://discord.gg/ATTQtBv<br />
|E's Laf server for users in North America.<br />
|-<br />
|Eternal Fighter Zero<br />
|EFZ<br />
|https://discord.gg/DUsKqYY<br />
|General EFZ server.<br />
|-<br />
|Eternal Fighter Zero<br />
|EFZ_jp<br />
|https://discord.gg/phAzHyy<br />
|EFZ server for users in Japan.<br />
|-<br />
|Eternal Fighter Zero<br />
|efz hours<br />
|https://discord.gg/ub8GwRp<br />
|EFZ server for users in South America.<br />
|-<br />
|Fantasy Strike<br />
|Sirlin Games • Fantasy Strike Official<br />
|https://discord.gg/Q3qrGUq<br />
|Official Fantasy Strike server.<br />
|-<br />
|Fantasy Strike<br />
|Fantasy Strike ANZ<br />
|https://discord.gg/9GCd7HU<br />
|Fantasy Strike server for users in Australia & New Zealand.<br />
|-<br />
|Fate: Unlimited Codes<br />
|Fate Unlimited Codes<br />
|https://discord.gg/SMEczqx<br />
|General Fate UC server.<br />
|-<br />
|Fight of Gods<br />
|Digital Crafter<br />
|https://discord.gg/rT4rHtA<br />
|Official Fight of Gods server.<br />
|-<br />
|Fight of Gods<br />
|Fight of Gods<br />
|https://discord.gg/9X3jmpK<br />
|General Fight of Gods server.<br />
|-<br />
|Fighting EX Layer<br />
|FEXL Hashtags<br />
|https://discord.gg/wEmEWbc<br />
|Automated collection of FEXL-related Twitter hashtags.<br />
|-<br />
|Fighting EX Layer<br />
|FIGHTING EX LAYER JP<br />
|https://discord.gg/5VGbeqh<br />
|FEXL server for users in Japan.<br />
|-<br />
|FOOTSIES<br />
|The Footsies Official Discord<br />
|https://discord.gg/PEgP3y3<br />
|General FOOTSIES server.<br />
|-<br />
|Galaxy Fight<br />
|TCC Season 2:Galaxy Fight <br />
|https://discord.gg/r5baDfxC5f<br />
|General Galaxy Fight server.<br />
|-<br />
|Gensokyo Reloaded / Incident Zero<br />
|Touhou: Gensokyo Reloaded & Incident Zero Discord<br />
|https://discord.gg/uHEUgEj<br />
|General Gensokyo Reloaded & Incident Zero server.<br />
|-<br />
|GNT4 / Super GNT4 / Clash of Ninja Revolution 3<br />
|Naruto Clash of Gekitō Ninja FR<br />
|https://discord.gg/vMwA2ZM<br />
|GNT4/Super GNT4/Clash of Ninja Revolution 3 server for users in France.<br />
|-<br />
|Godzilla: Destroy All Monsters Melee<br />
|GojiraBoards<br />
|https://discord.gg/xmThfPk<br />
|Godzilla server of the GojiraBoards community.<br />
|-<br />
|Godzilla: Unleashed<br />
|Godzilla Unleashed Overhaul MOD<br />
|https://discord.gg/eH8HCsN<br />
|Godzilla server of the Overhaul Modding community.<br />
|-<br />
|Granblue Fantasy Versus<br />
|GBVS Hashtags<br />
|https://discord.gg/jBpP6W9<br />
|Automated collection of GBVS-related Twitter hashtags.<br />
|-<br />
|Granblue Fantasy Versus<br />
|Granblue Fantasy Versus Brasil<br />
|https://discord.gg/hFRfJk3<br />
|GBVS server for users in Brazil.<br />
|-<br />
|Granblue Fantasy Versus<br />
|Grubble Versus SA<br />
|https://discord.gg/7MWtKEN<br />
|GBVS server for users in Chile.<br />
|-<br />
|Granblue Fantasy Versus<br />
|GranBlue Versus EU<br />
|https://discord.gg/25ayG4x<br />
|GBVS server for users in Europe.<br />
|-<br />
|Granblue Fantasy Versus<br />
|Granblue Fantasy Versus Fr<br />
|https://discord.gg/ccVamUq<br />
|GBVS server for users in France.<br />
|-<br />
|Granblue Fantasy Versus<br />
|GBVS鯖<br />
|https://discord.gg/2tuwtQq<br />
|GBVS server for users in Japan.<br />
|-<br />
|Granblue Fantasy Versus<br />
|OCE GBVS<br />
|https://discord.gg/37KNByk<br />
|GBVS server for users in Oceania.<br />
|-<br />
|Granblue Fantasy Versus<br />
|Socal GBVS<br />
|https://discord.gg/wHspD9Q<br />
|GBVS server for users in Southern California.<br />
|-<br />
|Granblue Fantasy Versus<br />
|Granblue Fantasy Versus Sweden<br />
|https://discord.gg/5z6fzsX<br />
|GBVS server for users in Sweden.<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|GuiltyAnalysis<br />
|https://discord.gg/zyFqejF<br />
|GGXrd server exclusively for in-depth analysis & discussion.<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|Guilty Gear Argentina<br />
|https://discord.gg/7rYE7nq3Ky<br />
|GGXrd server for users in Argentina.<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|Chicago Guilty Gear Group<br />
|https://discord.gg/F4hw59k<br />
|GGXrd server for users in Chicago (Illinois, USA).<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|Guilty Gear Europe<br />
|https://discord.gg/YRYmDru<br />
|GGXrd server for users in Europe.<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|GUILTY GEAR FRANCE<br />
|https://discord.gg/9uuPewE<br />
|GGXrd server for users in France.<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|Long Island AFGC<br />
|https://discord.gg/NzvvmZS<br />
|GGXrd server for users in Long Island (New York, USA).<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|Oklahoma Guilty Gear<br />
|https://discord.gg/FdQf39G<br />
|GGXrd server for users in Oklahoma (USA).<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|Guilty Gear PT<br />
|https://discord.gg/Wn7cvsN<br />
|GGXrd server for users in Portugal.<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|Guilty Gear RU<br />
|https://discord.gg/w29B9G4<br />
|GGXrd server for users in Russia.<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|Wild West GG - SoCal Guilty Gear<br />
|https://discord.gg/bMUXDNt<br />
|GGXrd server for users in Southern California.<br />
|-<br />
|Guilty Gear Xrd REV 2<br />
|GG Sweden<br />
|https://discord.gg/9gN5BRp<br />
|GGXrd server for users in Sweden.<br />
|-<br />
|Hyper Dragon Ball Z<br />
|Hyper Dragon Ball Z Discord<br />
|https://discord.gg/3YrQZtw<br />
|General Hyper DBZ server.<br />
|-<br />
|HYPERFIGHT<br />
|HYPERFIGHT Dojo<br />
|https://discord.gg/7bkz8j8<br />
|General HYPERFIGHT server.<br />
|-<br />
|IaMP (th7.5)<br />
|Immaterial and Missing Power<br />
|https://discord.gg/SsesEgv<br />
|General IaMP server.<br />
|-<br />
|Injustice 2<br />
|/r/Injustice<br />
|https://discord.gg/8EBJUPs<br />
|Injustice server of the /r/Injustice subreddit.<br />
|-<br />
|Injustice 2<br />
|Injustice France<br />
|https://discord.gg/hY4AECn<br />
|Injustice server for users in France.<br />
|-<br />
|JoJo's Bizarre Adventure: All Star Battle<br />
|JJBA: All-Star Battle<br />
|https://discord.gg/PEBEydD<br />
|General ASB server.<br />
|-<br />
|JoJo's Bizarre Adventure: Heritage for the Future<br />
|JJBAHFTF Oceania<br />
|https://discord.gg/XxMJCjb<br />
|HFTF server for users in Oceania.<br />
|-<br />
|JoJo's Bizarre Adventure: Heritage for the Future<br />
|JJBA:HFTF Russia<br />
|https://discord.gg/NgcgPHm<br />
|HFTF server for users in Russia.<br />
|-<br />
|J-Stars Victory VS<br />
|J-Stars Victory VS<br />
|https://discord.gg/56TYtRR<br />
|General J-Stars server.<br />
|-<br />
|Jump Force<br />
|Jump Force<br />
|https://discord.gg/TzTZP3j<br />
|General Jump Force server.<br />
|-<br />
|The Kung-Fu Master Jackie Chan<br />
|Jackie Chan in Fist of Fire<br />
|https://discord.gg/f5Rkf9qcxC<br />
|<br />
|-<br />
|KemoFure Faito!<br />
|KemoFre Fight! English Discord<br />
|https://discord.gg/pbQcvp9<br />
|General Kemono Friends fighter server.<br />
|-<br />
|KILL la KILL - IF<br />
|Kill la Kill: IF<br />
|https://discord.gg/3ayb4CA<br />
|General KLKIF server.<br />
|-<br />
|Killer Instinct (2013)<br />
|Killer Instinct Australia<br />
|https://discord.gg/8rYxtv5<br />
|KI server for users in Australia.<br />
|-<br />
|Killer Instinct (2013)<br />
|Killer Instinct Brasil (Xbox/Win10/Steam)<br />
|https://discord.gg/3scbWr9<br />
|KI server for users in Brazil.<br />
|-<br />
|Killer Instinct (2013)<br />
|KI France Discord<br />
|https://discord.gg/FYAVu72<br />
|KI server for users in France.<br />
|-<br />
|Kinnikuman Muscle Grand Prix 2<br />
|Kinnikuman Muscle Grand Prix 2<br />
|https://discord.gg/TsBVzaj<br />
|General Kinnikuman Muscle Grand Prix 2 server.<br />
|-<br />
|Kirby Fighters 2<br />
|Kirby Fighters 2<br />
|https://discord.gg/kHX9dE2<br />
|General Kirby Fighters 2 server.<br />
|-<br />
|Kirby Fighters 2<br />
|Kirby Fighters 2 Discord!<br />
|https://discord.gg/NEKH68w<br />
|General Kirby Fighters 2 server.<br />
|-<br />
|Kirby Battle Blitz!<br />
|Kirby Battle Blitz!<br />
|https://discord.com/invite/aR3qAkB<br />
|General Kirby Battle Blitz discord<br />
|-<br />
|Koihime Enbu RyoRaiRai<br />
|Koihime Enbu RyoRaiRai<br />
|https://discord.gg/cVpgzgS<br />
|General Koihime server.<br />
|-<br />
|Koihime Enbu RyoRaiRai<br />
|恋姫演武Ver3<br />
|https://discord.gg/HtyrtTR<br />
|Koihime server for users in Japan.<br />
|-<br />
|Lethal League Blaze<br />
|Reptile Hideout<br />
|https://discord.gg/reptilehideout<br />
|Official LLB server.<br />
|-<br />
|Lethal League Blaze<br />
|ANZ LLB<br />
|https://discord.gg/g7qXQZp<br />
|LLB server for users in Australia & New Zealand.<br />
|-<br />
|Lethal League Blaze<br />
|Lethal League Blaze FR<br />
|https://discord.gg/5curety<br />
|LLB server for users in France.<br />
|-<br />
|Lethal League Blaze<br />
|Letale Liga<br />
|https://discord.gg/buYKX5S<br />
|LLB server for users in Germany.<br />
|-<br />
|Lethal League Blaze<br />
|LLB日本支部<br />
|https://discord.gg/ZsQ727E<br />
|LLB server for users in Japan.<br />
|-<br />
|Lethal League Blaze<br />
|NYC Lethal League<br />
|https://discord.gg/WftJyz2<br />
|LLB server for users in New York City (New York, USA).<br />
|-<br />
|Lethal League Blaze<br />
|LLB South America<br />
|https://discord.gg/8x7Szhc<br />
|LLB server for users in South America.<br />
|-<br />
|Lethal League Blaze<br />
|SoCal Dair Productions<br />
|https://discord.gg/bWHTcXH<br />
|LLB server for users in Southern California.<br />
|-<br />
|Marvel vs. Capcom: Infinite<br />
|MvCi Discord<br />
|https://discord.gg/XVKN9X4<br />
|General MvCi server.<br />
|-<br />
|Marvel vs. Capcom: Infinite<br />
|MVCI_TAGS<br />
|https://discord.gg/xTCcm6<br />
|Automated collection of MVCI-related Twitter hashtags.<br />
|-<br />
|Marvel vs. Capcom: Infinite<br />
|Chicago marvel<br />
|https://discord.gg/4EKZszD<br />
|MvCi server for users in Chicago, USA.<br />
|-<br />
|Marvel vs. Capcom: Infinite<br />
|Fightcade: Steam EU<br />
|https://discord.gg/nSmBC69<br />
|PC/Steam MvCi server for users in Europe.<br />
|-<br />
|Melty Blood<br />
|Melty Blood<br />
|https://discord.gg/33cskPv<br />
|General Melty Blood server.<br />
|-<br />
|Melty Blood<br />
|Melty Blood LAN<br />
|https://discord.gg/abq5TnCawq<br />
|General Melty Blood server for users in Central America/Latin America North.<br />
|-<br />
|Melty Blood Series<br />
|melty blood türk kawga<br />
|https://discord.gg/vj62m6PMbh<br />
|Turkish melty blood community<br />
|-<br />
|Melty Blood Actress Again Current Code<br />
|Melty Blood Community Server<br />
|https://discord.gg/KeuSaJ5My8<br />
|General Melty Blood server.<br />
|-<br />
|Melty Blood Actress Again Current Code<br />
|MBAACC<br />
|https://discord.gg/8NrARJA<br />
|General Melty Blood server.<br />
|-<br />
|Melty Blood Actress Again Current Code<br />
|MeltyBrasil<br />
|https://discord.gg/0oxkC2zYz5OSVWKi<br />
|Melty Blood server for users in Brazil.<br />
|-<br />
|Melty Blood Actress Again Current Code<br />
|Melty Sud<br />
|https://discord.gg/K3aaVmE<br />
|Melty Blood server for users in Chile, Argentina, etc.<br />
|-<br />
|Melty Blood Actress Again Current Code<br />
|Melty & UNI - SEA<br />
|https://discord.gg/pTThFsE<br />
|Melty Blood server for users in Southeast Asia.<br />
|-<br />
|Melty Blood Actress Again Current Code<br />
|MELTAN SWE<br />
|https://discord.gg/kqDjSdN<br />
|Melty Blood server for users in Sweden.<br />
|-<br />
|Merfight<br />
|Mattrified Games Server<br />
|https://discord.gg/CU4HzpA<br />
|Official Merfight server.<br />
|-<br />
|Metal Revolution<br />
|Metal Revolution<br />
|https://discord.gg/metalrevolution<br />
|General Metal Revolution server.<br />
|-<br />
|Million Arthur: Arcana Blood<br />
|MAAB Hashtags<br />
|https://discord.gg/NrQrSK7<br />
|Automated collection of MAAB-related Twitter hashtags.<br />
|-<br />
|MK:DA / Armageddon / Deception<br />
|MK Klassics<br />
|https://discord.gg/ekYX5aa<br />
|General MK server for classics of the series.<br />
|-<br />
|Mobile Suit Gundam Wing: Endless Duel<br />
|Gundam Wing: Endless Duel<br />
|https://discord.gg/FhQksSX<br />
|General GWED server.<br />
|-<br />
|Mobile Suit Gundam: Extreme Vs. Maxi Boost ON<br />
|EXTREME EVOLUTION<br />
|https://discord.gg/tjaGuA3<br />
|General MBON server.<br />
|-<br />
|Mobile Suit Gundam: Extreme Vs. Maxi Boost ON<br />
|GN Resonance<br />
|https://discord.gg/yxPpmN6<br />
|General MBON server.<br />
|-<br />
|Mobile Suit Gundam: Extreme Vs. Maxi Boost ON<br />
|Gundam EXVS Australia<br />
|https://discord.gg/0XZ1jyybIVCeK2dS<br />
|MBON server for users in Australia.<br />
|-<br />
|Mobile Suit Gundam: Extreme Vs. Maxi Boost ON<br />
|EU Gundam EXVS<br />
|https://discord.gg/zUFCNuN<br />
|MBON server for users in Europe.<br />
|-<br />
|Mobile Suit Gundam: Extreme Vs. Maxi Boost ON<br />
|EXVS Singapore<br />
|https://discord.gg/9hvHukb<br />
|MBON server for users in Singapore.<br />
|-<br />
|Mobile Suit Gundam: Extreme Vs. Maxi Boost ON<br />
|GundamEXVS_SEA<br />
|https://discord.gg/K6mJeyU<br />
|MBON server for users in Southeast Asia.<br />
|-<br />
|Mortal Kombat 11<br />
|OutworldMK<br />
|https://discord.gg/MssdcG4<br />
|General MK11 server for competitive discussions.<br />
|-<br />
|Mortal Kombat 11<br />
|Mortal Kombat 11 Brasil<br />
|https://discord.gg/dn9Rh9x<br />
|MK11 server for users in Brazil.<br />
|-<br />
|Mortal Kombat 11<br />
|Mortal Kombat 11 EU<br />
|https://discord.gg/ZZNV3FJ<br />
|MK11 server for users in Europe.<br />
|-<br />
|Mortal Kombat 11<br />
|MK11_France<br />
|https://discord.gg/mGM3zms<br />
|MK11 server for users in France.<br />
|-<br />
|Mortal Kombat 11<br />
|NRS New England<br />
|https://discord.gg/WcarAHX<br />
|MK11 server for users in New England (USA).<br />
|-<br />
|Mortal Kombat 11<br />
|MK 11 Oklahoma<br />
|https://discord.gg/4DJbWzF<br />
|MK11 server for users in Oklahoma (USA).<br />
|-<br />
|Mortal Kombat 11<br />
|Mortal Kombat Sweden<br />
|https://discord.gg/92JmhjP<br />
|MK11 server for users in Sweden.<br />
|-<br />
|Mortal Kombat 9<br />
|MK9<br />
|https://discord.gg/BfH4XhQ<br />
|General MK9 server.<br />
|-<br />
|Naruto: Gekitou Ninja Taisen! 4<br />
|Super GNT/CON4 Open Beta Server<br />
|https://discord.gg/Wm9Q9Fc<br />
|Super GNT4 development/community server.<br />
|-<br />
|Nitroplus Blasterz: Heroines Infinite Duel<br />
|NitroPovertyBR<br />
|https://discord.gg/6kBGeWa<br />
|Nitro+ Blasterz server for users in Brazil.<br />
|-<br />
|Bloody Roar(non-specified)<br />
|Bloody Roar<br />
|https://discord.gg/adc69C7<br />
|General Bloody Roar server.<br />
|-<br />
|Omen of Sorrow<br />
|Omen of Sorrow<br />
|https://discord.gg/MPNjWbV<br />
|Official Omen of Sorrow server.<br />
|-<br />
|One Piece: Dai Kaizoku Colosseum<br />
|One Piece: DaiKaizoku Colosseum/DBZ: Extreme Butoden<br />
|https://discord.gg/aH5FV87<br />
|One Piece: Dai Kaizoku Colosseum/DragonBall Z: Extreme Butoden<br />
|-<br />
|One Piece: Grand Adventure<br />
|One Piece Grand Adventure<br />
|https://discord.gg/x4vtdB3<br />
|General Grand Adventure server.<br />
|-<br />
|One Piece: Grand Adventure<br />
|One Piece: Grand Adventure<br />
|https://discord.gg/5YcfM87<br />
|General Grand Adventure server.<br />
|-<br />
|Ougon Musou Kyoku<br />
|Golden Fantasia (Ougon)<br />
|http://discord.gg/xsgJKjh<br />
|Official Golden Fantasia server by MangaGamer.<br />
|-<br />
|Panel Attack<br />
|Tetris Attack Online<br />
|https://discord.gg/WeJuFst<br />
|General Panel Attack server.<br />
|-<br />
|Persona 4 Arena Ultimax<br />
|EU P4U<br />
|https://discord.gg/EasHXRw<br />
|P4AU server for users in Europe.<br />
|-<br />
|Petal Crash<br />
|Friend & Fairy Community<br />
|https://discord.gg/3Rx7w5StFY<br />
|Petal Crash and Grapple Force Rena Server<br />
|-<br />
|Phantom Breaker<br />
|Phantom Breaker/Fantomu Bureikā<br />
|https://discord.com/invite/aU3qznS<br />
|General Phantom Breaker server.<br />
|-<br />
|PlayStation All-Stars Battle Royale<br />
|PlayStation All-Stars Battle Royale<br />
|https://discord.gg/fmxuy7S<br />
|General PSASBR server.<br />
|-<br />
|Pocket Fighter<br />
|Super Gem Fighter: Mini Mix<br />
|https://discord.gg/JbVjf5zqBD<br />
|General Pocket Fighter server.<br />
|-<br />
|Pocket Rumble<br />
|Pocket Rumble<br />
|https://discord.gg/0oQiZA5sVJt5KzSX<br />
|General Pocket Rumble server.<br />
|-<br />
|Pokkén Tournament<br />
|Pokken Community<br />
|https://discord.gg/pokken<br />
|General Pokkén server.<br />
|-<br />
|Pokkén Tournament<br />
|Pokkén EX<br />
|https://discord.gg/eTPWnn6<br />
|Pokkén server for netplay tourneys.<br />
|-<br />
|Pokkén Tournament<br />
|Pokkén Canada<br />
|https://discord.gg/zz3R42g<br />
|Pokkén server for users in Canada.<br />
|-<br />
|Pokkén Tournament<br />
|Pokken EU<br />
|https://discord.gg/TCzXVJQ<br />
|Pokkén server for users in Europe.<br />
|-<br />
|Pokkén Tournament<br />
|Pokkén France<br />
|https://discord.gg/Sf2j9Q3<br />
|Pokkén server for users in France.<br />
|-<br />
|Pokkén Tournament<br />
|Pokkén DE<br />
|https://discord.gg/pw5D6Xf<br />
|Pokkén server for users in Germany.<br />
|-<br />
|Pokkén Tournament<br />
|Monaghan<br />
|https://discord.gg/GBNYKaW<br />
|Pokkén server for users in Ireland.<br />
|-<br />
|Pokkén Tournament<br />
|Pokken Norge<br />
|https://discord.gg/AQFg35s<br />
|Pokkén server for users in Norway.<br />
|-<br />
|Pokkén Tournament<br />
|Pokken Tournament OCE<br />
|https://discord.gg/YBbHeyc<br />
|Pokkén server for users in Oceania.<br />
|-<br />
|Pokkén Tournament<br />
|OK PokkénDX<br />
|https://discord.gg/FfEE3dr<br />
|Pokkén server for users in Oklahoma (USA).<br />
|-<br />
|Pokkén Tournament<br />
|Pokkén Tournament PT<br />
|https://discord.gg/KrHrsVn<br />
|Pokkén server for users in Portugal.<br />
|-<br />
|Pokkén Tournament<br />
|Texas Pokken<br />
|https://discord.gg/yhjq2Wf<br />
|Pokkén server for users in Texas (USA).<br />
|-<br />
|Pokkén Tournament<br />
|Midwest Pokken<br />
|https://discord.gg/A6KqvUv<br />
|Pokkén server for users in US Midwest.<br />
|-<br />
|Pokkén Tournament<br />
|Northeast Pokkén<br />
|https://discord.gg/6tq5QJF<br />
|Pokkén server for users in US Northeast.<br />
|-<br />
|Pokkén Tournament<br />
|PNW Pokkén<br />
|https://discord.gg/yuDfTsc<br />
|Pokkén server for users in the Pacific Northwest region (NA).<br />
|-<br />
|Pokkén Tournament<br />
|Southeast Pokken Discord<br />
|https://discord.gg/MSqhb63<br />
|Pokkén server for users in US Southeast.<br />
|-<br />
|Pokkén Tournament<br />
|West Coast Pokken Tournament<br />
|https://discord.gg/pU377rD<br />
|Pokkén server for users in US West coast.<br />
|-<br />
|Pokkén Tournament<br />
|Utah Pokken Tournament<br />
|https://discord.gg/sJ4gGUS<br />
|Pokkén server for users in Utah (USA).<br />
|-<br />
|Power Rangers: Battle for the Grid<br />
|Angel Grove Arena<br />
|https://discord.gg/B7NqRbs<br />
|General BftG server.<br />
|-<br />
|Power Rangers: Battle for the Grid<br />
|BFTG América Latina<br />
|https://discord.gg/upFYatB<br />
|BftG server for users in Latin America.<br />
|-<br />
|Power Stone 1 & 2<br />
|Power Stone World<br />
|https://discord.gg/nVzXg76<br />
|General Power Stone server.<br />
|-<br />
|Project L<br />
|Project L - League Fighting Game<br />
|https://discord.gg/feYEjBq<br />
|General Project L server.<br />
|-<br />
|Project L<br />
|Project L - League Fighting Game<br />
|https://discord.gg/feYEjBq<br />
|General Project L server.<br />
|-<br />
|Puyo Puyo (Various)<br />
|Puyo Puyo Australia<br />
|https://discord.gg/NaQZdzM<br />
|Puyo server for users in Australia.<br />
|-<br />
|Puyo Puyo (Various)<br />
|bayoen.fr<br />
|http://bit.ly/BayoenDiscord<br />
|Puyo server for French-speaking users.<br />
|-<br />
|Puyo Puyo (Various)<br />
|PuyoGB<br />
|https://discord.gg/nYUAmrr<br />
|Puyo server for users in Great Britain.<br />
|-<br />
|Puyo Puyo (Various)<br />
|Comunidad Puyo Tetris Latinoamerica<br />
|https://discord.gg/R88ktxV<br />
|Puyo server for users in Latin America.<br />
|-<br />
|Puyo Puyo (Various)<br />
|뿌요인들의 싐터<br />
|https://discord.gg/ZrsPx8g<br />
|Puyo server for users in S.Korea.<br />
|-<br />
|Puyo Puyo<br />
|Puyo Training Grounds<br />
|https://discord.gg/FYC9sFH<br />
|<br />
|-<br />
|Puyo Puyo<br />
|English Puyo Puyo Community<br />
|https://discord.com/invite/Br4KqbR<br />
|Puyo english community<br />
|-<br />
|Dr. Mario<br />
|DrMC - Dr.Mario Championship<br />
|https://discord.com/invite/h46ZxXeaVj<br />
|<br />
|-<br />
|Super Plexis<br />
|Super Plexis<br />
|https://discord.com/invite/cJXzN4z<br />
|<br />
|-<br />
|Rage of the Dragons<br />
|Rage of the Dragons<br />
|<s>https://discord.com/invite/mnYnxmeGP3</s><br />
|<br />
|-<br />
|Ragnagard<br />
|Ragnagard<br />
|https://discord.com/invite/wEvdB5e7RH<br />
|<br />
|-<br />
|Rushdown Revolt<br />
|Rushdown Revolt<br />
|https://discord.com/invite/RushdownRevolt<br />
|<br />
|-<br />
|Rivals of Aether<br />
|Rivals of Aether<br />
|http://discord.gg/roa<br />
|General RoA server.<br />
|-<br />
|Rivals of Aether<br />
|Rivals of Aether Academy<br />
|https://discord.gg/353GRZR<br />
|RoA server for mentors & mentees.<br />
|-<br />
|Rivals of Aether<br />
|TAXI - RoA Major Events<br />
|http://discord.gg/Q9Nfz6F<br />
|RoA server for tourney discussion/logistics.<br />
|-<br />
|Rivals of Aether<br />
|Rivals of Aether - Brasil<br />
|https://discord.gg/PmqRZ9H<br />
|RoA server for users in Brazil.<br />
|-<br />
|Rivals of Aether<br />
|Rivals of Aether: Europe<br />
|https://discord.gg/0XU22LeXTgWhyZ6c<br />
|RoA server for users in Europe.<br />
|-<br />
|Rivals of Aether<br />
|Rivals of Aether France<br />
|https://discord.gg/mw6Mqfw<br />
|RoA server for users in France.<br />
|-<br />
|Rivals of Aether<br />
|Rivals of Aether: Germany<br />
|https://discord.gg/tXfSUWu<br />
|RoA server for users in Germany.<br />
|-<br />
|Rivals of Aether<br />
|Rivals Japan<br />
|https://discord.gg/NDDTfgK<br />
|RoA server for users in Japan.<br />
|-<br />
|Rivals of Aether<br />
|MD/VA Rivals of Aether<br />
|https://discord.gg/3XGhgNa<br />
|RoA server for users in Maryland/Virginia (USA).<br />
|-<br />
|Rivals of Aether<br />
|SoCal Rivals of Aether<br />
|https://discord.gg/yCscaKH<br />
|RoA server for users in Southern California.<br />
|-<br />
|Rivals of Aether<br />
|SoVA Rivals of Aether<br />
|https://discord.gg/M7dTHMm<br />
|RoA server for users in Southern Virginia (USA).<br />
|-<br />
|Rivals of Aether<br />
|Rocky Mountain RoA<br />
|https://discord.gg/ygXy9Q4<br />
|RoA server for users in Midwest US.<br />
|-<br />
|Rivals of Aether<br />
|Rivals of Aether PT<br />
|https://discord.gg/QVYKZcV<br />
|RoA server for users in Portugal.<br />
|-<br />
|Rivals of Aether<br />
|Rivals of Aether SA<br />
|https://discord.gg/7YHjyue<br />
|RoA server for users in South America.<br />
|-<br />
|Rivals of Aether<br />
|RoA Sverige<br />
|https://discord.gg/3vxEuVd<br />
|RoA server for users in Sweden.<br />
|-<br />
|Rivals of Aether<br />
|RoA Middle East<br />
|https://discord.gg/xC7ZWn8<br />
|RoA server for users in the Middle East.<br />
|-<br />
|Rivals of Aether<br />
|Nederlandse Rivalen van Ether<br />
|https://discord.gg/svCZHVe<br />
|RoA server for users in the Netherlands.<br />
|-<br />
|Sailor Moon S<br />
|New England Sailor Moon S<br />
|https://discord.gg/CyPNpn8<br />
|Sailor Moon S server for users in New England (USA).<br />
|-<br />
|Samurai Shodown (2019)<br />
|SamSho Brasil<br />
|https://discord.gg/fNCyxvW<br />
|Samsho server for users in Brazil.<br />
|-<br />
|Samurai Shodown (2019)<br />
|EU SamSho - Samurai Pride<br />
|https://discord.gg/YcJZ5AS<br />
|Parsec (Cloud) SamSho server for users in EU.<br />
|-<br />
|Samurai Shodown (2019)<br />
|Samurai Shodown Fr<br />
|https://discord.gg/S8FugYJ<br />
|Samsho server for users in France.<br />
|-<br />
|Samurai Shodown (2019)<br />
|Parsec Shodown<br />
|https://discord.gg/PXRjkSE<br />
|Parsec (Cloud) SamSho server for users in NA.<br />
|-<br />
|Samurai Shodown (2019)<br />
|Samurai Shodown (Oceania)<br />
|https://discord.gg/Xm4Dgar<br />
|Samsho server for users in Oceania.<br />
|-<br />
|Samurai Shodown (2019)<br />
|SamShoOK<br />
|https://discord.gg/7Cb4tmb<br />
|Samsho server for users in Oklahoma.<br />
|-<br />
|Samurai Shodown (2019)<br />
|Samurai Shodown RUS<br />
|https://discord.gg/Z2CPGmg<br />
|Samsho server for users in Russia.<br />
|-<br />
|Samurai Shodown (2019)<br />
|Samurai Shodown Sweden<br />
|https://discord.gg/Cx6swqc<br />
|Samsho server for users in Sweden.<br />
|-<br />
|Samurai Shodown V Special<br />
|Special Shodown<br />
|https://discord.gg/UDarbgm<br />
|VSP server for users in Brazil.<br />
|-<br />
|Schwarzerblitz<br />
|Schwarzerblitz - Official<br />
|https://discord.gg/vXKrvpV<br />
|Official Schwarzerblitz server.<br />
|-<br />
|Sengoku BASARA X<br />
|Sengoku Basara X<br />
|https://discord.gg/vCxgCGn<br />
|General Sengoku BASARA X server.<br />
|-<br />
|Senko no Ronde 2<br />
|Senko no Ronde 2<br />
|https://discord.gg/vVEPcFM<br />
|General Senko no Ronde 2 server.<br />
|-<br />
|Senko no Ronde 旋光の輪舞<br />
|Senko no Ronde series<br />
|https://discord.com/invite/N7VjZ8E<br />
|General Senko no ronde server<br />
|-<br />
|SFII: Champion Edition<br />
|sf2koryu<br />
|https://discord.gg/TCbSMhZ<br />
|General server for the sf2koryu mod.<br />
|-<br />
|Shattered<br />
|Shattered<br />
|https://discord.com/invite/afxQAsbu<br />
|Shattered by Team 18K<br />
|-<br />
|Shrek SuperSlam<br />
|ShrekBoards<br />
|https://discord.gg/vcBs3Hv<br />
|Shrek server of the ShrekBoards community.<br />
|-<br />
|Skullgirls<br />
|[Skullgirls Get GR8] Sunset 🚛 Club<br />
|https://discord.gg/T79G9Yr<br />
|Skullgirls server of the GR8 community.<br />
|-<br />
|Skullgirls<br />
|Slapfest<br />
|https://discord.gg/yMsjHWr<br />
|Skullgirls server of the Slapfest community.<br />
|-<br />
|Skullgirls<br />
|Switchgirls<br />
|https://discord.gg/JEnBmMK<br />
|Skullgirls server for users on the Nintendo Switch platform.<br />
|-<br />
|Skullgirls<br />
|Chicago SGC<br />
|https://discord.gg/dwDT3mC<br />
|Skullgirls server for users in Chicago (Illinois, USA)<br />
|-<br />
|Skullgirls<br />
|Skullgirls Italia<br />
|https://discord.gg/bfSnUfy<br />
|Skullgirls server for users in Italy.<br />
|-<br />
|Skullgirls<br />
|Skullgirls_JP<br />
|https://discord.gg/vMKg3DW<br />
|Skullgirls server for users in Japan.<br />
|-<br />
|Skullgirls<br />
|Skullgirls Latino America<br />
|https://discord.gg/tsYZyYp<br />
|Skullgirls server for users in Latin America.<br />
|-<br />
|Skullgirls<br />
|Skullgirls Oceania<br />
|https://discord.gg/WKG373f<br />
|Skullgirls server for users in Oceania.<br />
|-<br />
|Skullgirls<br />
|Skullgirls Russia<br />
|https://discord.gg/jvwvwA7<br />
|Skullgirls server for users in Russia.<br />
|-<br />
|Slap City<br />
|Ludosity<br />
|https://discord.gg/hDHSB7v<br />
|Official Slap City server.<br />
|-<br />
|Slap City<br />
|Slap League<br />
|https://discord.gg/9KNNkHW<br />
|General Slap City server.<br />
|-<br />
|Slap City<br />
|Slap City EU<br />
|https://discord.gg/d88K6h4<br />
|Slap City server for users in Europe.<br />
|-<br />
|Slashers: The Power Battle<br />
|Dual Blades<br />
|https://discord.gg/tbtzmcK<br />
|General Slashers server.<br />
|-<br />
|SNK Heroines<br />
|SNK Heroines<br />
|https://discord.gg/qPdK2EC<br />
|General SNK Heroines server.<br />
|-<br />
|SNK vs Capcom EX<br />
|SNK vs Capcom EX<br />
|https://discord.gg/k8QW2Fp<br />
|General SNK vs Capcom EX server.<br />
|-<br />
|Soku (th12.3)<br />
|#hisouten<br />
|https://discord.gg/MbNzxpy<br />
|General Soku server.<br />
|-<br />
|Soku (th12.3)<br />
|Touhou 12.3 Hisoutensoku<br />
|https://discord.gg/5Uw4N7T<br />
|General Soku server.<br />
|-<br />
|Soku (th12.3)<br />
|Sokuway [Hisoutensoku en español]<br />
|https://discord.gg/2fxktQW<br />
|Soku server primarily for Hispanic users.<br />
|-<br />
|Soku (th12.3)<br />
|Soku Tourney Server<br />
|https://discord.gg/vbmun3r<br />
|Soku server for netplay tourneys.<br />
|-<br />
|Soku (th12.3)<br />
|SOKU2<br />
|https://discord.gg/gyAYWuA<br />
|Soku server of the SOKU2 Modding community.<br />
|-<br />
|Soku (th12.3)<br />
|tensoku<br />
|https://discord.gg/Pubu2Nj<br />
|Hisoutensoku server for users in Japan.<br />
|-<br />
|Soku (th12.3)<br />
|🥝Hisoutensoku Marae🥝<br />
|https://discord.gg/RJc2Y8E<br />
|Soku server for users in New Zealand.<br />
|-<br />
|Soku (th12.3)<br />
|#IndonesiaTouhouGaming<br />
|https://discord.gg/QqWgz2z<br />
|Hisoutensoku server for users in Southeast Asia.<br />
|-<br />
|Soku (th12.3) / AoCF (th15.5)<br />
|Hisoutensoku FR<br />
|https://discord.gg/Nqu4eBV<br />
|Hisoutensoku server for users in France.<br />
|-<br />
|Soku (th12.3) / AoCF (th15.5)<br />
|Touhou Philippines<br />
|https://discord.gg/uFEx8FB<br />
|Soku server for users in the Philippines.<br />
|-<br />
|Soku (th12.3) / AoCF (th15.5)<br />
|Curiosities of Southeast Asia<br />
|https://discord.gg/AxR2ECr<br />
|Soku server for users in Southeast Asia.<br />
|-<br />
|Soku (th12.3) / IaMP (th7.5)<br />
|Gensou Arena<br />
|https://discord.gg/eKHfY6T<br />
|Hisoutensoku/General Touhou server for users in Brazil.<br />
|-<br />
|Sonic the Fighters<br />
|Sonic The Fighters Competitive Community<br />
|https://discord.gg/53XtWsP<br />
|General StF server.<br />
|-<br />
|Sonic the Fighters<br />
|StFBoards<br />
|https://discord.gg/Z3pK9Sa<br />
|General StF server.<br />
|-<br />
|Sonic the Fighters<br />
|Sonic The Fighters<br />
|https://discord.gg/4vaFf5F<br />
|General StF server.<br />
|-<br />
|Sonic Council<br />
|Sokkou Seitokai:Sonic Council<br />
|https://discord.gg/tvEw726nzE<br />
|<br />
|-<br />
|Sonic Smackdown<br />
|Sonic Smackdown<br />
|https://discord.com/invite/zc5vbSWfUX<br />
|Sonic smackdown by arcforged<br />
|-<br />
|ArcForged games<br />
|ArcForged<br />
|https://discord.com/invite/ktTPFvVrWy<br />
|General discord for ArcForged games<br />
|-<br />
|Soulcalibur <br />
|Soulcalibur<br />
|https://discord.gg/srg7T7QH9n<br />
|SC1 general server<br />
|-<br />
|Soulcalibur 2<br />
|SC2 Tourney<br />
|https://discord.gg/w4VeRgs<br />
|SC2 Community Hub<br />
|-<br />
|Soulcalibur 3<br />
|Soulcalibur 3 Community Edition<br />
|https://discord.gg/SDQbWTcwgZ<br />
|SC3 Community Hub<br />
|-<br />
|Soulcalibur VI<br />
|The Stage Of Modding<br />
|https://discord.gg/jsJ7XpP<br />
|SCVI modding community server.<br />
|-<br />
|Soulcalibur VI<br />
|Training Stage of History<br />
|https://discord.gg/BPvds4N<br />
|SCVI server for beginners.<br />
|-<br />
|Soulcalibur VI<br />
|Chicago Soul Calibur VI<br />
|https://discord.gg/eHk2Va7<br />
|SCVI server for users in Chicago (USA).<br />
|-<br />
|Soulcalibur VI<br />
|Soul Calibur Chile<br />
|https://discord.gg/4xR2CKT<br />
|SCVI server for users in Chile.<br />
|-<br />
|Soulcalibur VI<br />
|SoulCalibur VI EU<br />
|https://discord.gg/JSAChwD<br />
|SCVI server for users in Europe.<br />
|-<br />
|Soulcalibur VI<br />
|Florida Calibur<br />
|https://discord.gg/hwT9hhb<br />
|SCVI server for users in Florida (USA).<br />
|-<br />
|Soulcalibur VI<br />
|Soulcalibur.fr<br />
|https://discord.gg/zn6X9zE<br />
|SCVI server for users in France.<br />
|-<br />
|Soulcalibur VI<br />
|Ger_Calibur<br />
|https://discord.gg/DWHjARM<br />
|SCVI server for users in Germany.<br />
|-<br />
|Soulcalibur VI<br />
|Soul Calibur Italia<br />
|https://discord.gg/GND45Ag<br />
|SCVI server for users in Italy.<br />
|-<br />
|Soulcalibur VI<br />
|NorCalibur<br />
|https://discord.gg/22An8xG<br />
|SCVI server for users in Northern California (USA).<br />
|-<br />
|Soulcalibur VI<br />
|NYC Calibur<br />
|https://discord.gg/3vsQBRx<br />
|SCVI server for users in New York City (New York, USA)<br />
|-<br />
|Soulcalibur VI<br />
|Oceania Soulcalibur Community<br />
|https://discord.gg/F5wjkuF<br />
|SCVI server for users in the Oceania region.<br />
|-<br />
|Soulcalibur VI<br />
|OK Soul Calibur<br />
|https://discord.gg/4HGjE7s<br />
|SCVI server for users in Oklahoma.<br />
|-<br />
|Soulcalibur VI<br />
|Pacific Northwest SoulCalibur<br />
|https://discord.gg/hAcxZvX<br />
|SCVI server for users in the Pacific Northwest region (NA).<br />
|-<br />
|Soulcalibur VI<br />
|SoulCalibur - Portugal<br />
|https://discord.gg/rPY3GJ9<br />
|SCVI server for users in Portugal.<br />
|-<br />
|Soulcalibur VI<br />
|Soul Calibur<br />
|https://discord.gg/ar3UDu5<br />
|SCVI server for users in Russia.<br />
|-<br />
|Soulcalibur VI<br />
|Soul Calibur Singapore<br />
|https://discord.gg/PZ3vABd<br />
|SCVI server for users in Singapore.<br />
|-<br />
|Soulcalibur VI<br />
|SoulCalibur.Kr<br />
|https://discord.gg/e9J4MjA<br />
|SCVI server for users in S.Korea.<br />
|-<br />
|Soulcalibur VI<br />
|Soul Calibur España<br />
|https://discord.gg/Atqqdnr<br />
|SCVI server for users in Spain.<br />
|-<br />
|Soulcalibur VI<br />
|Soul Calibur 6 Toronto<br />
|https://discord.gg/xHPFe7n<br />
|SCVI server for users in Toronto (Ontario, Canada).<br />
|-<br />
|Soulcalibur VI<br />
|SoulCalibur UK<br />
|https://discord.gg/NH6Gfcx<br />
|SCVI server for users in the UK.<br />
|-<br />
|Soulcalibur VI / Soulcalibur II<br />
|Soul Calibur Brasil<br />
|https://discord.gg/AKX2qze<br />
|SCII & SCVI server for users in Brazil.<br />
|-<br />
|Spectral vs. Generation<br />
|Spectral vs Generation<br />
|https://discord.gg/Puaat9F9hz<br />
|General Spectral vs. Generation server.<br />
|-<br />
|Street Fighter Alpha 2<br />
|Alpha 2<br />
|https://discord.gg/MzG3TFk<br />
|General SFA2 server.<br />
|-<br />
|Street Fighter Alpha 3<br />
|ZERO Division<br />
|https://discord.gg/EGtS4cH<br />
|General SFA3 server.<br />
|-<br />
|Street Fighter Alpha 3<br />
|Street Fighter Alpha 3<br />
|<s>https://discord.gg/TVaRant</s><br />
|General SFA3 server.<br />
|-<br />
|Street Fighter III: 2nd Impact<br />
|Stupid Impact<br />
|https://discord.gg/jK8XAAmPjn<br />
|<br />
|-<br />
|Street Fighter III: 3rd Strike<br />
|Nintendo Switch - Street Fighter III: 3rd Strike<br />
|https://discord.gg/9AvQF5E<br />
|3rd Strike server for users on the Switch platform.<br />
|-<br />
|Street Fighter III: 3rd Strike<br />
|SFIII 3rd Strike CHILE oficial<br />
|https://discord.gg/GK2uf6r<br />
|3S server for users in Chile.<br />
|-<br />
|Street Fighter III: 3rd Strike<br />
|3rd Strike EU<br />
|https://discord.gg/p2Hn4a4<br />
|3S server for users in Europe.<br />
|-<br />
|Street Fighter III: 3rd Strike<br />
|3rd Strike Sweden<br />
|https://discord.gg/vMAN5tB<br />
|3S server for users in Sweden.<br />
|-<br />
|Street Fighter III: 3rd Strike<br />
|3rd Strike PH<br />
|https://discord.gg/7GwwubPYyu<br />
|3S server for users in Philippines (English & Filipino speaking)<br />
|-<br />
|Street Fighter III: New Generation<br />
|Street Fighter III: New Generation<br />
|https://discord.gg/AXkCFrduJ8<br />
|<br />
|-<br />
|Street Fighter V<br />
|Online Local<br />
|https://discord.gg/Re96sJC<br />
|SFV server of the /r/StreetFighter subreddit.<br />
|-<br />
|Street Fighter V<br />
|fighting games<br />
|https://discord.gg/6vDZea6<br />
|Former SFV server of the /r/StreetFighter subreddit.<br />
|-<br />
|Street Fighter V<br />
|Street Fighter Discord<br />
|https://discord.gg/0br71fyYJRg267Jx<br />
|General SFV server.<br />
|-<br />
|Street Fighter V<br />
|Street Fighter V<br />
|https://discord.gg/mqsfKZM<br />
|General SFV server.<br />
|-<br />
|Street Fighter V<br />
|SFV Mysterious Mod<br />
|https://discord.gg/g77WMvu<br />
|SFV Mysterious Mod development/community server.<br />
|-<br />
|Street Fighter V<br />
|SFV MoveTool Resources<br />
|https://discord.gg/T5raMgr<br />
|SFV MoveTool development/community server.<br />
|-<br />
|Street Fighter V<br />
|SaltmineLeague<br />
|https://discord.gg/MvNmKhX<br />
|SFV tournament server for users in Europe.<br />
|-<br />
|Street Fighter V<br />
|Demon Hado Dojo Weekly Tournament<br />
|https://discord.gg/eMZcVqk<br />
|SFV server for netplay tourneys within North America.<br />
|-<br />
|Street Fighter V<br />
|Street Fighter V Brasil<br />
|https://discord.gg/XAU6p5s<br />
|SFV server for users in Brazil.<br />
|-<br />
|Street Fighter V<br />
|Chicago SFV<br />
|https://discord.gg/6xVGR4u<br />
|SFV server for users in Chicago (Illinois, USA).<br />
|-<br />
|Street Fighter V<br />
|Fighters Network Italia<br />
|https://discord.gg/VBVvDQU<br />
|SFV server for users in Italy.<br />
|-<br />
|Street Fighter V<br />
|SFV KR<br />
|https://discord.gg/Ak5kcu6<br />
|SFV server for users in Korea.<br />
|-<br />
|Street Fighter V<br />
|Battle Lounge<br />
|https://discord.gg/cD8tWVj<br />
|SFV server for users in Portland (Oregon, USA).<br />
|-<br />
|Street Fighter V<br />
|SFV PTFighters<br />
|https://discord.gg/33BgenN<br />
|SFV server for users in Portugal.<br />
|-<br />
|Street Fighter V<br />
|Street Fighter V Russia<br />
|https://discord.gg/v2ecXqC<br />
|SFV server for users in Russia.<br />
|-<br />
|Street Fighter V<br />
|Street Fighter V i Sverige<br />
|https://discord.gg/0o8jIyV2w1zHHCAY<br />
|SFV server for users in Sweden.<br />
|-<br />
|Street Fighter V<br />
|Street Fighter V UKIE<br />
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|General KOF XI server.<br />
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|KOF XI server for users in Brazil.<br />
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|General KOF13 server.<br />
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|https://discord.gg/xgETWRn<br />
|KOF XIII server for users in Brazil.<br />
|-<br />
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|PC/Steam KOF XIV server for users in Brazil.<br />
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|KOF XIV server for users in Europe.<br />
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|<br />
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|<br />
|-<br />
|ULiL (th14.5) / AoCF (th15.5)<br />
|Touhou 15.5: AoCF<br />
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|General AoCF server.<br />
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|General Kyanta server.<br />
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|https://discord.gg/jdz2XJa<br />
|General USF4 server.<br />
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|https://discord.gg/2F2Gy5W<br />
|SF4 server for users in Brazil.<br />
|-<br />
|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
|Inbirth Front<br />
|https://discord.gg/V8YrpzF<br />
|Official UNICLR server.<br />
|-<br />
|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|https://discord.gg/sSpbW8F<br />
|PC/Steam-centric UNICLR server.<br />
|-<br />
|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|https://discord.gg/9APqWxP<br />
|UNICLR server exclusively for in-depth analysis/match reviewing.<br />
|-<br />
|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|Automated collection of UNICLR-related Twitter hashtags.<br />
|-<br />
|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
|Under Night In-Birth Argentina<br />
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|UNICLR server for users in Brazil.<br />
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|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|UNICLR server for users in Chile.<br />
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|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|UNICLR server for users in Eastern Canada.<br />
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|UNICLR server for users in France.<br />
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|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|UNICLR server for users in Japan.<br />
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|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
|Oklahoma UNIST<br />
|https://discord.gg/wfj4tvw<br />
|UNICLR server for users in Oklahoma (USA).<br />
|-<br />
|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|https://discord.gg/9KM9d3D<br />
|UNICLR server for users in Sweden.<br />
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|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|UNICLR server for users in US Midwest.<br />
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|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|UNICLR server for users in US Southeast.<br />
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|UNDER NIGHT IN-BIRTH Exe:Late[cl-r]<br />
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|https://discord.gg/Rfy9ba9<br />
|UNICLR server for users in Washington (USA).<br />
|-<br />
|Vampire Savior<br />
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|https://discord.gg/2Ky2jKZ<br />
|Vsav server for users in Brazil.<br />
|-<br />
|Vanguard Princess<br />
|A la Vanguard - Vanguard Princess 24/7 Server<br />
|https://discord.gg/FRTxzJJ<br />
|General Vanguard Princess server.<br />
|-<br />
|Various<br />
|I.K.E.M.E.N. Discord<br />
|https://discord.gg/4E3JQbP<br />
|General I.K.E.M.E.N. server.<br />
|-<br />
|VF5FS<br />
|Virtua Revival<br />
|https://discord.gg/9UTP98b<br />
|General VF5 server.<br />
|-<br />
|VF5FS<br />
|NYCVF<br />
|https://discord.gg/BuXfnRX<br />
|VF5 server for users in New York City (New York, USA).<br />
|-<br />
|VF5FS<br />
|Hot Dogs and Sake Club!<br />
|https://discord.gg/WaRyTzM<br />
|VF5 server for users in North America.<br />
|-<br />
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|Voltage Fighter Gowcaizer<br />
|https://discord.gg/fR69kRegqt<br />
|<br />
|-<br />
|Virtual-On<br />
|Virtual-On Community<br />
|https://discord.gg/akrgGx9<br />
|General Virtual-On server.<br />
|-<br />
|War-Zard<br />
|Red Earth/War-Zard<br />
|https://discord.gg/7eNk7pm<br />
|General War-Zard server.<br />
|-<br />
|Wonderful World<br />
|Wonderful World<br />
|https://discord.gg/XQSV7kE<br />
|General WW server.<br />
|-<br />
|Wonderful World<br />
|WonderfulWorld Discord サーバー<br />
|https://discord.gg/bnrPc7X<br />
|WW server for users in Japan.<br />
|-<br />
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|Yatagarasu FG World Channel<br />
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|General Yatagarasu server.<br />
|-<br />
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|Yatagarasu server for users in Finland.<br />
|-<br />
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|https://discord.gg/jp9KqgGNx4<br />
|<br />
|-<br />
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|RKMKRK<br />
|https://discord.gg/8RA9ZHBr87<br />
|<br />
|-<br />
|ROBO OH<br />
|ROBO-OH<br />
|https://discord.com/invite/pHMVnQTAsb<br />
|<br />
|-<br />
|Jump Jousts 2<br />
|Jump Jousts 2 Discord<br />
|https://discord.gg/qdNHRJ2TQp<br />
|<br />
|-<br />
|Battle Craze!!<br />
|BATTLE CRAZE!! The Public Server<br />
|https://discord.gg/sst63Wdu9U<br />
|<br />
|}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=The_King_of_Fighters_%2799/Ralf&diff=230670The King of Fighters '99/Ralf2022-08-16T19:58:22Z<p>Bee chan: /* */</p>
<hr />
<div>==Introduction==<br />
<br />
Top-tier character (top 3 of best no-banned characters in kof99 certainly).<br />
<br />
<br />
Ralf is a tank, counter-hit, poke and fundamental mixup type character.<br />
<br />
<br />
Famous friend of Clark and Leona.<br />
<br />
Mid-Tier as Striker.<br />
<br />
{{ ProConTable<br />
| pros=<br />
*One of the more damaging characters in the game<br />
*Easy to play<br />
*many normals with huge priority, safe and have good reach<br />
*which in turn gives him very good frame traps <br />
*one of if not the best j.CD in the game<br />
*unblockable Galactica Phantom setup after Umanori Vulcan Punch<br />
*command throw that can build meter<br />
| cons=<br />
*No fireball<br />
*No viable reversal<br />
}}<br />
<br />
==Movelist==<br />
=== Normals ===<br />
==== Far Normals ====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_stA.jpg<br />
|caption=<br />
|name=st.A<br />
|input={{Icon-SNK|a}}<br />
|data=<br />
{{AttackData-KOF99<br />
|damage=-<br />
|g. damage=<br />
0<br />
|stun=<br />
|cancel=<br />
Yes <br />
|guard= <br />
Mid<br />
|startup= <br />
2<br />
|active= <br />
7<br />
|recovery= <br />
5<br />
|total= <br />
14<br />
|advHit= <br />
0<br />
|advBlock=<br />
-2<br />
|invul=-<br />
|description= <br />
Short range, but weirdly high priority. I've seen it beat quite a lot of shit because it stays out for longer than most standing As. Anti-air vs short hop.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_stB.jpg<br />
|caption=<br />
|name=st.B<br />
|input={{Icon-SNK|b}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup= 4<br />
|Active= 8<br />
|Recovery= 5<br />
|Total= 17<br />
|Hit Adv= -1<br />
|Block Adv=-3<br />
|Invul=-<br />
|description= Not bad, fast, hits most characters crouching, unlike standing A and it stays out for longer than standing far A<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_stC.jpg <br />
|caption=<br />
|name=st.C<br />
|input={{Icon-SNK|c}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=11<br />
|Active=5<br />
|Recovery=21<br />
|Total=37<br />
|Hit Adv=-6<br />
|Block Adv=-8<br />
|Invul=-<br />
|description= Nice long-range poke with good power and priority. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_stD.jpg<br />
|caption=<br />
|name=st.D<br />
|input={{Icon-SNK|d}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=10<br />
|Active=7<br />
|Recovery=14<br />
|Total=31<br />
|Hit Adv=-1<br />
|Block Adv=-3<br />
|Invul=-<br />
|description=Can't be crouched under, so it's got that going for it. Slower and shorter-ranged than standing C, so don't use this if you can use that.<br />
}}<br />
}}<br />
<br />
==== Close Range Normals ====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_cl_A.jpg<br />
|caption=<br />
|name=cl.A<br />
|input={{Icon-SNK|a}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=<br />
0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=1<br />
|Active=6<br />
|Recovery=5<br />
|Total=12<br />
|Hit Adv=1<br />
|Block Adv=-1<br />
|Invul=-<br />
|description=Fastest close attack of game. Very effective vs short hop and good priority / hitbox. However it whiffs vs low crounching characters.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_cl_B.jpg<br />
|caption=<br />
|name=cl.B<br />
|input={{Icon-SNK|b}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=2<br />
|Active=6<br />
|Recovery=5<br />
|Total=13<br />
|Hit Adv=1<br />
|Block Adv=-1<br />
|Invul=-<br />
|description=Nice as a meaty, since you can link stuff of it. Good as a combo filler after a crossup, too.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_cl_C.jpg<br />
|caption=<br />
|name=cl.C<br />
|input={{Icon-SNK|c}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=7<br />
|Active=4<br />
|Recovery=16<br />
|Total=27<br />
|Hit Adv=0<br />
|Block Adv=-2<br />
|Invul=-<br />
|description=Most damaging fast move to combo into backbreaker. Some characters can crouch under it, though.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_cl_D.jpg<br />
|caption=<br />
|name=cl.D<br />
|input={{Icon-SNK|d}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=7<br />
|Active=4<br />
|Recovery=12<br />
|Total=23<br />
|Hit Adv=4<br />
|Block Adv=2<br />
|Invul=-<br />
|description=This move is interesting for Ralf's mixups because it gets positive frame advantage like you can see.<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_cr_A.jpg<br />
|caption=<br />
|name=cr.A<br />
|input={{Motion|2}}{{Icon-SNK|a}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=2<br />
|Active=3<br />
|Recovery=8<br />
|Total=13<br />
|Hit Adv=1<br />
|Block Adv=-1<br />
|Invul=-<br />
|description=Cancelable, combo filler of choice along with cr.C for characters that can crouch under his close C.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_crB.jpg<br />
|caption=<br />
|name=cr.B<br />
|input={{Motion|2}}{{Icon-SNK|b}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Low<br />
|Startup=3<br />
|Active=4<br />
|Recovery=8<br />
|Total=15<br />
|Hit Adv=0<br />
|Block Adv=-2<br />
|Invul=-<br />
|description=3/4/8 0/-2 It's low. Can link into backbreaker too.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_cr_C.jpg<br />
|caption=<br />
|name=cr.C<br />
|input={{Motion|2}}{{Icon-SNK|c}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=None<br />
|Guard= Mid<br />
|Startup=5<br />
|Active=7<br />
|Recovery=10<br />
|Total=22<br />
|Hit Adv=3<br />
|Block Adv=1<br />
|Invul=-<br />
|description=Awesome high-priority move, much like standing C but lower to the ground. Cancelable, and Ralf's most meaty attack.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_cr_D.jpg<br />
|caption=<br />
|name=cr.D<br />
|input={{Motion|2}}{{Icon-SNK|d}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Low<br />
|Startup=5<br />
|Active=5<br />
|Recovery=14<br />
|Total=24<br />
|Hit Adv=KD<br />
|Block Adv=-1<br />
|Invul=-<br />
|descriptionA sweep which can be interesting to include it in his mixups. <br />
}}<br />
}}<br />
<br />
==== Neutral Jumping Normals ====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_n_A.jpg<br />
|caption=<br />
|name=nj.A<br />
|input={{Motion|8}}{{Icon-SNK|a}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard=Overhead<br />
|Startup=5<br />
|Active=8<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_n_B.jpg<br />
|caption=<br />
|name=nj.B<br />
|input={{Motion|8}}{{Icon-SNK|b}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel=<br />
|Guard=Overhead<br />
|Startup=3<br />
|Active=8<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description= <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_n_C.jpg<br />
|caption=<br />
|name=nj.C<br />
|input={{Motion|8}}{{Icon-SNK|c}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard=Overhead<br />
|Startup=4<br />
|Active=11<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_n_D.jpg<br />
|caption=<br />
|name=nj.D<br />
|input={{Motion|8}}{{Icon-SNK|d}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard=Overhead<br />
|Startup=8<br />
|Active=10<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
==== Diagonal Jump Normals ====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_j_A.jpg<br />
|caption=<br />
|name=dj.A<br />
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|a}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard=Overhead<br />
|Startup=2<br />
|Active=8<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_j_B.jpg<br />
|caption=<br />
|name=dj.B<br />
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|b}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard=Overhead<br />
|Startup=4<br />
|Active=10<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=Good, fast air-to-air or air-to-ground at range. Huge priority.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_j_C.jpg<br />
|caption=<br />
|name=dj.C<br />
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|c}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard=Overhead<br />
|Startup=8<br />
|Active=9<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=Crosses up, good downward reach and good air-to-air priority.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_j_D.jpg <br />
|caption=<br />
|name=dj.D<br />
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|d}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel=<br />
|Guard=Overhead<br />
|Startup=8<br />
|Active=10<br />
|Recovery=<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=Best jump-in combo starter along with jumping C.<br />
}}<br />
}}<br />
<br />
==== Blowback Attack ====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_CD.jpg<br />
|caption=<br />
|name=CD<br />
|input={{Icon-SNK|c}}+{{Icon-SNK|d}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=16<br />
|Active=6<br />
|Recovery=12<br />
|Total=34<br />
|Hit Adv=KD<br />
|Block Adv=4<br />
|Invul=-<br />
|description=Nice range. Very spammable move in kof 99 and one of better CD counter of game because you can juggle combo it with Close D or Umanori Vulcan Punch when you hit opponent in counter hit.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Ralf_j_CD.jpg<br />
|caption=<br />
|name=jp.CD<br />
|input={{Motion|7}}/{{Motion|8}}/{{Motion|9}}+{{Icon-SNK|c}}+{{Icon-SNK|d}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=12<br />
|Active=9<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=KD<br />
|Block Adv=<br />
|Invul=-<br />
|description=Probably the best jump CD of game because it beats or trade all the strikers of game. A little slow but huge priority and blockstun.<br />
}}<br />
}}<br />
<br />
==== Roll cancel ====<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Canccel roll forward Ralf kof 99.jpg<br />
|caption=<br />
|name=AB~any button<br />
|input={{Icon-SNK|a}}+{{Icon-SNK|b}}~[[File:P.png]]/[[File:K.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Mid<br />
|Startup=15<br />
|Active=9<br />
|Recovery=0<br />
|Total=24<br />
|Hit Adv=1<br />
|Block Adv=-1<br />
|Invul=-<br />
|description= *becomes special cancelable in counter mode. Interesting forward roll cancel. You can combo it with cr.D or charge b, f + C.<br />
}}<br />
}}<br />
<br />
=== Throws ===<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Dynamite Headbutt<br />
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Throw<br />
|Startup=-<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Northern Light Bomb<br />
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|d}}<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel=<br />
|Guard= Throw<br />
|Startup=-<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Vulcan Punch<br />
|input=mash[[File:P.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description= *can move during the move by holding forward<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Gatling Attack<br />
|input=charge{{Motion|4}}~{{Motion|6}}[[File:P.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|a}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|c}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Kyuukouka Bakudan Punch (ground)<br />
|input=charge{{Motion|2}}~{{Motion|8}}[[File:P.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|a}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|c}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Kyuukouka Bakudan Punch (air)<br />
|input=jump {{Motion|236}}[[File:P.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|a}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|c}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=Special throw Ralf kof 99.jpg<br />
|caption=<br />
|name=Super Argentine Backbreaker<br />
|input={{Motion|41236}}[[File:K.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|Damage=-<br />
|G. Damage=0<br />
|Stun=-<br />
|Cancel= <br />
|Guard=Throw <br />
|Startup=0<br />
|Active=1<br />
|Recovery=30<br />
|Total=31<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=Ralf's Best special move. You can use it to punish opponent. It's also the main combo ender. <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ralf Kick<br />
|input=hold [[File:K.png]] for 3 in-game seconds<br />
|data=<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|b}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description= *The longer you charge, the more damage you inflict.<br />
}}<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|d}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description= *The longer you charge, the more damage you inflict.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ralf Tackle<br />
|input={{Motion|63214}}[[File:K.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|b}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description= *has autoguard during the active frames of the moves<br />
}}<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|d}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description= *has autoguard during the active frames of the moves<br />
}}<br />
}}<br />
<br />
===Super Moves===<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Baribari Vulcan Punch<br />
|input={{Motion|236}}{{Motion|63214}}[[File:P.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|a}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description= *can evade low attacks<br />
}}<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|c}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
{{AttackData-KOF99<br />
|version=[[File:P.png]](SDM)<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Umanori Vulcan Punch<br />
|input={{Motion|214}}{{Motion|41236}}[[File:K.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|b}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=This DM can combo with many strikers like Yuri, Leona, Kasumi or Clark for example<br />
}}<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|d}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
{{AttackData-KOF99<br />
|version=[[File:K.png]](SDM)<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header"></span> =====<br />
<font style="visibility:hidden" size="0"></font><br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Galactica Phantom<br />
|input={{Motion|236}}{{Motion|236}}[[File:P.png]]<br />
|data=<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|a}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=Especially useful to combo with Striker Clark<br />
}}<br />
{{AttackData-KOF99<br />
|version={{Icon-SNK|c}}<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description=<br />
}}<br />
{{AttackData-KOF99<br />
|version=[[File:P.png]](SDM)<br />
|Damage=-<br />
|G. Damage=<br />
|Stun=-<br />
|Cancel= <br />
|Guard= <br />
|Startup=<br />
|Active=-<br />
|Recovery=-<br />
|Total=<br />
|Hit Adv=<br />
|Block Adv=<br />
|Invul=-<br />
|description= *Has autoguard<br />
}}<br />
}}<br />
<br />
==Fastest Attacks==<br />
===Ground Attacks===<br />
* 0F: C throw; D throw; hcf + K<br />
* 1F: cl.A <br />
* 2F: '''cl.B'''; '''cr.A'''; '''st.A'''<br />
* 3F: ; cr.B<br />
* 4F: ; st.B ; <br />
* 5F: (b) f + A; '''cr.C''', cr.D<br />
* 6F: - <br />
* 7F: cl.C; cl.D; (b) f + C; (S)DM hcb qcf + K<br />
* 8F: C rapidly; (d) u + A<br />
* 9F: A rapidly<br />
* 10F: st.D; (d) u + C<br />
* 11F: st.C<br />
<br />
===Air Attacks===<br />
* 0F: <br />
* 1F: <br />
* 2F: j+A<br />
* 3F: nj+B<br />
* 4F: j+B ; nj+C<br />
* 5F: nj+A<br />
* 6F: <br />
* 7F:<br />
* 8F: j+C ; j+D ; nj+D<br />
* 9F: <br />
* 10F: <br />
* 11F:<br />
<br />
==Combos==<br />
<br />
*cl.C > hcb+B<br />
<br />
*j.C / j.D > cl.C / cr.A > mash C<br />
<br />
*j.C / j.D > cl.C / cl.B / cr.A / cr.C > hcf+K <br />
<br />
*j.C / j.D > cl.C / cr.C > qcf,hcb+P / qcb,hcf+K<br />
<br />
*j.C / j.D > cr.A x2 > b charge f+C<br />
<br />
*cr.A * 1-3 > b charge f+C<br />
<br />
{{Navbox-KOF99}}<br />
[[Category:The King of Fighters '99]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Template:Street_Fighter_EX3&diff=230581Template:Street Fighter EX32022-08-16T07:37:57Z<p>Bee chan: Fixing formatting</p>
<hr />
<div><div style="clear: both; margin-left: auto; margin-right: auto" class="NavFrame"><br />
<div style="background: " class="NavHead" align="center">[[Street Fighter EX 3|'''''Street Fighter EX 3''''']]<br />
</div><br />
<div class="NavContent" align=left><!-- Please do not remove the piped links. They contain non-breaking spaces to prevent the game titles from wrapping. --><br />
{| <br />
|-<br />
|align="left" width="18%" valign="top" style="background:" |'''General''' ||<br />
|valign="top" style="background:" | [[Street Fighter EX 3#Introduction|''Introduction'']] | [[Street Fighter EX 3#Game Mechanics|''Game Mechanics'']]<br />
|-<br />
|align="left" valign="top" style="background:" |'''The Characters''' ||<br />
|valign="top" style="background:" | [[Blanka(SFEX3)|''Blanka'']] | [[Chun-Li(SFEX3)|''Chun-Li'']] | [[Dhalsim(SFEX3)|''Dhalsim'']] | [[Doctrine Dark(SFEX3)|''Doctrine Dark'']] | [[Guile(SFEX3)|''Guile'']] | [[Hokuto(SFEX3)|''Hokuto'']] | [[Jack(SFEX3)|''Jack'']] | [[Ken Masters(SFEX3)|''Ken Masters'']] | [[Nanase(SFEX3)|''Nanase'']] | [[Ryu(SFEX3)|''Ryu'']] | [[Sakura Kasugano(SFEX3)|''Sakura Kasugano'']] | [[Sharon(SFEX3)|''Sharon'']] | [[Skullomania(SFEX3)|''Skullomania'']] | [[Vega(SFEX3)|''Vega'']] | [[Zangief(SFEX3)|''Zangief'']]<br />
|-<br />
|align="left" valign="top" style="background:" |'''Hidden Characters''' ||<br />
|valign="top" style="background:" | [[Area(SFEX3)|''Area'']] | [[Darun Mister(SFEX3)|''Darun Mister'']] | [[Garuda(SFEX3)|''Garuda'']] | [[Kairi(SFEX3)|''Kairi'']] | [[M.Bison(SFEX3)|''M.Bison'']] | [[Pullum Purna(SFEX3)|''Pullum Purna'']] | [[Sagat(SFEX3)|''Sagat'']] | [[Shadow Geist(SFEX3)|''Shadow Geist'']] | [[Vulcano Rosso(SFEX3)|''Vulcano Rosso'']]<br />
|}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Template:Street_Fighter_EX_Plus_Alpha&diff=230580Template:Street Fighter EX Plus Alpha2022-08-16T07:29:42Z<p>Bee chan: </p>
<hr />
<div><div style="clear: both; margin-left: auto; margin-right: auto" class="NavFrame"><br />
<div style="background: " class="NavHead" align="center">[[Street Fighter EX Plus Alpha|'''''Street Fighter EX Plus Alpha''''']]<br />
</div><br />
<div class="NavContent" align=left><!-- Please do not remove the piped links. They contain non-breaking spaces to prevent the game titles from wrapping. --><br />
{| <br />
|-<br />
|align="left" width="18%" valign="top" style="background:" |'''General''' ||<br />
|valign="top" style="background:" | [[Street Fighter EX Plus Alpha#Introduction|''Introduction'']] | [[Street Fighter EX Plus Alpha#Game Mechanics|''Game Mechanics'']]<br />
|-<br />
|align="left" valign="top" style="background:" |'''The Characters''' ||<br />
|valign="top" style="background:" | [[Akuma(SFEXPA)|''Akuma'']] | [[Allen Snider(SFEXPA)|''Allen Snider'']] | [[Blair Dame(SFEXPA)|''Blair Dame'']] | [[Kairi(SFEXPA)|''Kairi'']] | [[Chun-Li(SFEXPA)|''Chun-Li'']] | [[Jack(SFEXPA)|''Jack'']] | [[Darun Mister(SFEXPA)|''Darun Mister'']] | [[Dhalsim(SFEXPA)|''Dhalsim'']] | [[Doctrine Dark(SFEXPA)|''Doctrine Dark'']] | [[Garuda(SFEXPA)|''Garuda'']] | [[Guile(SFEXPA)|''Guile'']] | [[Hokuto(SFEXPA)|''Hokuto'']] | [[Ken(SFEXPA)|''Ken'']] | [[M.Bison(SFEXPA)|''M.Bison'']] | [[Pullum Purna(SFEXPA)|''Pullum Purna'']] | [[Ryu(SFEXPA)|''Ryu'']] | [[Sakura(SFEXPA)|''Sakura'']] | [[Skullomania(SFEXPA)|''Skullomania'']] | [[Zangief(SFEXPA)|''Zangief'']] | [[Evil Ryu(SFEXPA)|''Evil Ryu'']] | [[Evil Hokuto(SFEXPA)|''Evil Hokuto'']]<br />
|}<br />
[[Category:Street Fighter EX Plus Alpha]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster&diff=230575Monster2022-08-16T07:09:29Z<p>Bee chan: /* Characters */</p>
<hr />
<div>Welcome to the Monster wiki. Here we will talk about everything with in MONSTER regarding gameplay, updates, and pretty much anything else! Monster is a new PC fighting game created by Sho Kawakami of [http://members.jcom.home.ne.jp/8105/ 8105 Graphics].<br />
<br />
{| cellspacing="0" cellpadding="0" style="clear: {{{clear|left}}}; margin-bottom: .5em; float: left; padding: .5em 1.4em .8em 0; background: none; width: {{{width|{{{1|auto}}}}}};" {{#if:{{{limit|}}}|class="toclimit-{{{limit}}}"}}<br />
| __TOC__<br />
|}<br />
[[Image:jacket_monster.jpg|jacket_monster.jpg|right]]<br clear=all/><br />
<br />
==Game Basics==<br />
'''Basic Controls'''<br />
<br />
Directional Notation:<br />
<pre><br />
ub u uf<br />
\ | /<br />
7 8 9 <br />
<br />
back - 4 5 6 - forward<br />
<br />
1 2 3 <br />
/ | \<br />
db d df<br />
</pre><br />
5 denotes neutral.<br />
<br />
Monster has a four-button setup as follows:<br />
<br />
*A: Light Attack<br />
*B: Medium Attack<br />
*C: Strong Attack<br />
*D: Shift<br />
<br />
'''Universal Maneuvers'''<br />
<br />
*Walk Towards: 6<br />
*Walk Away: 4<br />
*Crouch: 2<br />
*Jump: 8<br />
*Double Jump: tap 7, 8, or 9 after a jump<br />
*Dash/Run: 6 6<br />
*Dash Attack: 6 6 (2) A/B/C<br />
*Backdash: 4 4<br />
*Throw: 6 or 4 C<br />
<br />
==Version History==<br />
1.11b is the current version.<br />
<br />
Previous versions:<br />
*1.01<br />
*1.0d<br />
*1.0b<br />
*1.0a<br />
<br />
==Characters==<br />
*[[Monster/Aleksandr]]<br />
*[[Monster/Delga]]<br />
*[[Monster/Efleet]]<br />
*[[Monster/Katze]]<br />
*[[Monster/Maya]]<br />
*[[Monster/Orju]]<br />
*[[Monster/Othello]]<br />
*[[Monster/Rail]]<br />
*[[Monster/Ryougen]]<br />
*[[Monster/Siely]]<br />
<br />
==Videos==<br />
'''Monster 1.0a''':<br><br />
[http://www.youtube.com/watch?v=r_3U-b8T6dw u-na (F-Rail) vs. Buzz (M-Maya)] (Japanese match)<br><br />
[http://www.youtube.com/watch?v=iM8MnvWEhxI Turbovec (M-Othello) vs. Rioting Soul (T-Orju)]<br><br />
[http://www.youtube.com/watch?v=7vBC9NtMezU fooligar (F-Ryougen) vs. Xenozip (T-Orju)]<br><br />
[http://www.youtube.com/watch?v=T3ZrD2ap-WE Xiii (T-Katze) vs. XAQshinor (F-Rail)] (fixed version)<br><br />
[http://www.youtube.com/watch?v=l-XO8KXKvEk WonderTonic (F-Ryougen) vs. Xenozip (T-Orju)]<br><br />
[http://www.youtube.com/watch?v=6y5GfsGqAv0 Black Magician (T-Ryougen) vs. Spootz (T-Delga)]<br><br />
[http://www.youtube.com/watch?v=RO-gPXSQAm8 ??M (M-Ryougen) vs. ShoK (F-Maya)] (Japanese match)<br><br />
[http://www.youtube.com/watch?v=2NpyMzjLNvA GimmeThemShoes (M-Othello) vs. ace_uno (F-Siely)] (fixed audio)<br><br />
[http://www.youtube.com/watch?v=TDE16uWIiu0 Rioting Soul (T-Ryougen) vs. esco (M-Katze)]<br><br />
[http://www.youtube.com/watch?v=6DkCGGR3fUQ âUâiât (M-Delga) vs. ShoK (M-Delga)] (Japanese match)<br><br />
[http://www.youtube.com/watch?v=x76wcQAViRU ShoK (F-Siely) vs. u-na (F-Ryougen)] (Japanese match)<br><br />
[http://www.youtube.com/watch?v=G-iYAfRR6r8 ShoK (T-Othello) vs. k@öL (T-Siely)] (Japanese match)<br><br />
[http://www.youtube.com/watch?v=rGrbsysCvIg ShoK (F-Othello) vs. ùDî (F-Rail)] (Japanese match)<br><br />
[http://www.youtube.com/watch?v=1X4lgTVAWSU XAQshinor (F-Rail) vs. Xenozip (T-Orju)]<br><br />
[http://www.youtube.com/watch?v=6q31zV1A6qI Dandy J (M-Othello) vs. hellhound7 (F-Rail)]<br><br />
[http://www.youtube.com/watch?v=hRaDiMahsEI rogueyoshi (F-Siely) vs. Emil (M-Siely)]<br><br />
[http://www.youtube.com/watch?v=4mIQCdFwHAM Xiii (T-Katze) vs. Rioting Soul (T-Ryougen)]<br><br />
[http://www.youtube.com/watch?v=cgBm1nkA-lM Xiii (T-Katze) vs. esco (M-Katze)]<br><br />
[http://www.youtube.com/watch?v=HwBBV03FzZ4 kashinato (T-Siely) vs. bullion (T-Othello)] (Japanese match)<br><br />
<br />
'''Monster 1.0b''':<br><br />
[http://www.youtube.com/watch?v=55I2MNH7rEk rogueyoshi (T-Siely) vs. Xenozip. (T-Maya)]<br><br />
[http://www.youtube.com/watch?v=JOeGvqKQ-Is Xenozip. (T-Maya) vs. ace_uno (F-Siely)]<br><br />
[http://www.youtube.com/watch?v=aicNb7tEhdo fooligar (F-Ryougen) vs. XAQshinor (F-Rail) 1]<br><br />
[http://www.youtube.com/watch?v=FjmBXRxmezE fooligar (F-Ryougen) vs. XAQshinor (F-Rail) 2]<br><br />
<br />
==Tier List==<br />
(EC)<br />
*S: Ryougen<br />
*A: Maya / Othello<br />
*B: Orju / Rail<br />
*C: Delga / Katze / Siely<br />
*D: Aleks<br />
<br />
This is the list that the majority of East Coast players go by, though it's subject to change dramatically as we learn new things about the characters and as new patches for the game are released. The majority of players agree without a doubt that Ryougen is top tier. Maya is often considered fairly high on the list by most players as well.<br />
<br />
(JP)<br />
*S: Ryougen <br />
*A: Maya <br />
*B: Delga <br />
*C: Othello / Rail <br />
*D: Siely / Katze <br />
*E: Orju / Aleksandr <br />
<br />
This is the list that the Japanese are currently going by. This list was created by the Japanese players as a different understanding of the game is used for some of the character choices. Some Americans do not agree with some of the placings on the current list.<br />
<br />
==Discussion==<br />
http://forums.shoryuken.com/showthread.php?t=125543 For strats, combos and game information<br />
<br />
http://forums.shoryuken.com/showthread.php?t=125722 For interest in the game<br />
<br />
http://forums.shoryuken.com/showthread.php?t=125477 For General Discussion<br />
<br />
==Online Information==<br />
This game is online compatible. In order to play online (if you are under a firewall or a router), you must forward TCP port 2300. This is a must if you want to fully enjoy the online gameplay for MONSTER. If you don't know how to forward your ports, then we suggest you look at [http://www.portforward.com/ portforward.com].<br />
<br />
<br />
[[Category: Monster]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Talk:Siely&diff=230574Talk:Siely2022-08-16T07:07:37Z<p>Bee chan: Bee chan moved page Talk:Siely to Talk:Monster/Siely</p>
<hr />
<div>#REDIRECT [[Talk:Monster/Siely]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Talk:Monster/Siely&diff=230573Talk:Monster/Siely2022-08-16T07:07:37Z<p>Bee chan: Bee chan moved page Talk:Siely to Talk:Monster/Siely</p>
<hr />
<div></div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Siely&diff=230571Monster/Siely2022-08-16T07:07:37Z<p>Bee chan: Bee chan moved page Siely to Monster/Siely</p>
<hr />
<div>[[Image:Siely_portrait.gif|frame|right|Siely's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
= Introduction =<br />
'''Siely Wilner'''. シェリー・ウィルナー<br />
<br />
This character was created by 柊らみ子 (Hiiragi rami ni(?)) of [http://park2.wakwak.com/~ram-h/ サイコロの森] ([http://park2.wakwak.com/~ram-h/ Forest of Dice]).<br />
<br />
= Moves List =<br />
''Move - Damage (special properties)''<br />
<br />
== Normal Moves ==<br />
<br />
=== Standing ===<br />
A - 170<br><br />
B - 300<br><br />
C - 400<br><br />
6_4+C (throw) - 100<br><br />
<br />
=== Crouching ===<br />
A - 150<br><br />
B - 280<br><br />
C - 300, 100<br><br />
<br />
=== Air ===<br />
A - 170<br><br />
B - 280<br><br />
C - 400<br><br />
<br />
=== Air Dash ===<br />
A - 150<br><br />
B - 250<br><br />
C - 300, 200, 200<br><br />
<br />
== Special Moves ==<br />
''[xxx] indicates an air version; All of Siely's specials can be done in the air except 236+C''<br />
<br />
*41236+A - 595<br />
(unblockable command grab)<br />
<br />
*214+A - 300 ''[450]''<br />
<br />
*214+B - 100x4 ''[100x5]''<br />
<br />
*623+B - 300 ''[400]''<br />
<br />
*214+C - 592 ''[982]'', 1732 ''[2104]'', 3128<br><br />
(Requires 1 level; can be repeated up to 3 times)<br />
<br />
*236+C - 1200, 1800, 2800<br><br />
(Requires 1 level; consumes all levels up to 3)<br />
<br />
== Absurd Special ==<br />
<br />
214214+D - 100xN / 300xP<br><br />
(N is a hit, P is a blocked move)<br />
<br />
This move doesn't do much damage at all if it hits due to low damage and scaling, however if it is blocked it can do A LOT of damage.<br />
<br />
= Shift =<br />
<br />
== Monster ==<br />
<br />
== Freedom ==<br />
<br />
==Tranquility ==<br />
<br />
= Strategies =<br />
<br />
[[Category: Monster]]<br />
<br />
<br />
BnB, most characters:<br />
2B 2C (1hit), 66C (land), 5B 2C (1hit), 66C xx 41236A into Shift Activation of your choice.<br />
On some smaller characters like Aleksander you'll have to walk forward a bit after the first 66C.<br />
<br />
Advanced BnB<br />
2ABC (1hit), 66C, late 623B, walk forward, 5B 2C (1hit), 66C xx 41236A into Shift Activation<br />
<br />
Characters siely can hit with Jumping A(while rising) While opponent is crouching:<br />
Information submitted by shardZ<br />
<br />
* katze= yes<br />
* ryougen = yes, <br />
* rail =no<br />
* maya =no<br />
* othello= no <br />
* orju = no<br />
* siely = yes<br />
* aleks = yes<br />
* delga = Yes</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Talk:Ryougen&diff=230569Talk:Ryougen2022-08-16T07:05:32Z<p>Bee chan: Bee chan moved page Talk:Ryougen to Talk:Monster/Ryougen</p>
<hr />
<div>#REDIRECT [[Talk:Monster/Ryougen]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Ryougen&diff=230566Monster/Ryougen2022-08-16T07:05:32Z<p>Bee chan: Bee chan moved page Ryougen to Monster/Ryougen</p>
<hr />
<div>[[Image:Ryougen_portrait.gif|frame|right|Ryougen's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
= Introduction =<br />
'''Ryougen Sidara'''. 真達羅・燎原<br />
<br />
This character was created by Motoi Toraiwa of [http://toraiwa.cside21.com/ Living Edge].<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
'''Standing'''<br><br />
A - 400 - Both<br><br />
B - 670 - Both<br><br />
C - 600, 600 - Low, Both<br><br />
<br />
'''Throws'''<br><br />
6+C - 1000<br><br />
4+C - 765<br><br />
<br />
'''Crouching'''<br><br />
2A - 440 - Both<br><br />
2B - 580 - Low<br><br />
2C - 990 - Low<br><br />
<br />
'''Jumping'''<br><br />
j.A - 380 - High<br><br />
j.B - 530 - High<br><br />
j.C - 880 - High<br><br />
<br />
'''Running'''<br><br />
66A - 450 - Both<br><br />
66B - 720 - High<br><br />
66C - 850 - Both<br><br />
<br />
'''Sliding'''<br><br />
662A - 420 - Both<br><br />
662B - 680 - Low<br><br />
662C - 780 - Low<br><br />
<br />
== Special Moves ==<br />
*4+B <br> 見極め (Ascertainment) Counter Move <br> Ryougen will raise his hand to parry (auto-guard) incoming attacks. If an attack connects during auto-guard, Ryougen will automatically counter with an elbow trust. Elbow Dmg: 1000<br />
<br />
*236b <br> 鎚落とし (?) Staff Slam <br> Dmg: 800<br />
<br />
*623a <br> 虎砲 (Tiger Gun) Staff Thrust <br> Dmg: 800(700)<br />
<br />
* 214a <br> 辻風 (Whirlwind) Command Grab <br> Ryougen will rush forward and grab the opponent, then push them behind him. If connected, Ryougen can combo afterward. Dmg: 0<br />
<br />
== Monster Blow ==<br />
'''Bash Combo''':<br><br />
214c <br> 竜神撃 (Dragon God Attack) Super Staff Trust<br />
<br>Dmg :<br />
<br>1st Stock: 1000(1480) <br />
<br>2nd Stock: 2440(2891) <br />
<br>3rd Stock: 4244<br />
<br />
'''Monster Blow''':<br><br />
236c <br> 白刃 (Drawn Sword) Super Staff Slam<br />
<br>Dmg :<br />
<br>Lv1: 2000<br />
<br>Lv2: 3400<br />
<br>Lv3: 4756<br />
<br />
== Absurd Special ==<br />
214,214d <br> 紅葉神楽 (Autumn Leaves Dance) Super Counter <br> Ryougen will strike a pose and enter auto-guard. If a hit connects with him during this pose he will automatically grab the opponent, slam them to the ground, and smack the opponent with his staff inflicting heavy damage. Dmg: 5583<br />
<br />
= Shift =<br />
<br />
== Monster ==<br />
<br />
== Freedom ==<br />
<br />
==Tranquility ==<br />
<br />
= Strategies =<br />
<br />
[[Category: Monster]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Rail&diff=230564Monster/Rail2022-08-16T07:05:22Z<p>Bee chan: Bee chan moved page Rail to Monster/Rail</p>
<hr />
<div>[[Image:Rail_portrait.gif|frame|right|Rail's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
= Introduction =<br />
'''Rail Forld'''. ライル・フォールド<br />
<br />
This character was created by North of [http://lieferant.hp.infoseek.co.jp/ Sylphdraw].<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
<br />
=== Standing ===<br />
A - 210<br><br />
B - 190<br><br />
C - 450<br><br />
6+C (throw) - 0<br><br />
4+c - 300<br><br />
<br />
=== Crouching ===<br />
A - 190<br><br />
B - 200<br><br />
C - 400<br><br />
<br />
=== Air ===<br />
A - 120<br><br />
B - 260<br><br />
C - 300<br><br />
6_4+C (air throw) -700<br><br />
<br />
=== Running Standing ===<br />
A - 250<br><br />
B - 250<br><br />
C - 300, 200<br><br />
<br />
=== Running Crouching ===<br />
A - 300<br><br />
B - 400<br><br />
C - 450<br><br />
<br />
== Special Moves ==<br />
<br />
*236a<br>パワーシード (Power Seed) Spirit Bomb<br>400, 700<br />
<br />
*214a (ground/air)<br>ウィンドスピア (Window Spear) Spirit Toss<br>400<br />
<br />
*236b (ground/air)<br>ウィンドランス (Window Lance) Spirit Beam<br>500<br />
<br />
*22a<br>エコーシード (Echo Seed) Spirit Power-up<br>Powers up other special moves by making them fire twice instead of once.<br />
<br />
== Monster Blow ==<br />
'''Bash Combo''':<br><br />
214c <br> ノーザードライブ (Nova Drive) Super Spirit Rush<br />
<br>Dmg<br />
<br>1st Stock: 200xn+400<br />
<br>2nd Stock: 200xn+400<br />
<br>3rd Stock: 100x18<br />
<br />
'''Monster Blow''':<br><br />
236c <br> ノーザースパーク (Nova Spark) Super Spirit Explosion<br />
<br>Dmg:<br />
<br>Lv1: 1329<br />
<br>Lv2: 2442<br />
<br>Lv3: 3720<br />
<br />
== Absurd Special ==<br />
214,214d <br> シューティングスター (Shooting Star) Super Spirit Beam <br> Dmg: 4000<br />
<br />
= Shift =<br />
<br />
== Monster ==<br />
<br />
== Freedom ==<br />
<br />
==Tranquility ==<br />
<br />
= Strategies =<br />
<br />
[[Category: Monster]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Othello&diff=230562Monster/Othello2022-08-16T07:05:11Z<p>Bee chan: Bee chan moved page Othello to Monster/Othello</p>
<hr />
<div>[[Image:Othello_portrait.gif|frame|right|Othello's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
= Introduction =<br />
'''Othello'''. オセロ<br />
<br />
This character was created by Sho Kawakami (ShoK) of [http://members.jcom.home.ne.jp/8105/ 8105 Graphics].<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
<br />
=== Standing ===<br />
A - 380<br><br />
B - 420<br><br />
C - 300,400,300<br><br />
6+C (throw) - 700<br><br />
4+C (throw) - 1100<br><br />
<br />
=== Crouching ===<br />
2A - 330<br><br />
2B - 440<br><br />
2C - 520<br><br />
<br />
=== Air ===<br />
A - 300<br><br />
B - 440<br><br />
C - 470<br><br />
<br />
=== Running Standing ===<br />
66A - 330<br><br />
66B - 410<br><br />
66C - 450<br><br />
<br />
=== Running Crouching ===<br />
662A - 370<br><br />
662B - 440<br><br />
662C - 650<br><br />
<br />
== Special Moves ==<br />
<br />
*A+B<br>イグニション (Ignition) Ignition <br> Ground pound does no damage, but the move detonates blood on ground or on opponent. Blood detonation damage: 666 (200).<br />
<br />
*214a<br>アシッドレイン (Acid Lane) Blood Toss <br> Tosses blood, multiple use. Causes minor damage to Othello. The blood can stick to the opponent or stick to the ground. Blood can be detonated with Ignition (see above). Blood impact damage: 100 (200)<br />
<br />
*236b<br>ウルフヘッド (Wolf Head) Bite <br> Bites opponent. Dmg: 578<br />
<br />
*623a (air/ground)<br>ファングサーキュラー (Fang Circular) Air Grab / "waak" <br> Grabs airborne opponents. Dmg: 996<br />
<br />
== Monster Blow ==<br />
'''Bash Combo''':<br><br />
236c (air/ground) <br> モンスターバレット (Monster Bullet) Super Rush / Gallon (Talbain) <br />
<br>Dmg:<br />
<br>1st Stock: 1782<br />
<br>2nd Stock: 3161<br />
<br>3rd Stock: 4884<br />
<br />
623c <br> モンスターバレット (Monster Bullet) Diagonal Super Rush / Gallon (Talbain)<br />
<br>Dmg:<br />
<br>1st Stock: 1782<br />
<br>2nd Stock: 3161<br />
<br>3rd Stock: 4884<br />
<br />
'''Monster Blows''':<br><br />
214c <br> ブラッドソード (Blood Sword) Super Axe Kick<br />
<br>Dmg:<br />
<br>Lv1: 1782<br />
<br>Lv2: 3161<br />
<br>Lv3: 4884<br />
<br />
== Absurd Special ==<br />
214,214d <br> ミラージュハンター (Mirage Hunter) Shadow Super <br> Creates three shadows of Othello that follow and mimic Othello until meter runs out.<br />
<br />
= Shift =<br />
<br />
== Monster ==<br />
<br />
Ignition (a+b) - Detonates blood. 239 damage (80%). When close to opponent, knocks down and does 2398dmg (80%)<br />
<br />
Blood Toss (214a) - Throws 3 blood projectiles close to Othello, can hit multiple times. Projectiles do 239dmg (80%). If done at close range, initial spray does 119dmg (85%). Multiple projectiles do not increase point counter.<br />
<br />
Bite (236b) - Bloods and launches opponent. 2 hits, 999dmg (80%)<br />
<br />
Air Grab / "waak" (623a) - Grabs airborne opponent. 2 hits, 2008dmg (68%)<br />
<br />
== Freedom ==<br />
<br />
Ignition (a+b) - Detonates blood. 239 damage (80%).<br />
<br />
Blood Toss (214a) - Throws 2 blood projectiles moderately far from Othello, can hit multiple times. Projectiles do 239dmg (80%). If done at close range, initial spray does 119dmg (85%). Multiple projectiles do not increase point counter. <br />
<br />
Bite (236b) - Bloods and pushes back opponent. 1 hits, 119dmg (90%)<br />
<br />
Air Grab / "waak" (623a) - Quickly grabs airborne opponent. 2 hits, 298dmg (90%)<br />
<br />
==Tranquility ==<br />
<br />
Ignition (a+b) - Detonates blood. 239 damage (80%). When close to opponent, stuns and does 399dmg (80%).<br />
<br />
Blood Toss (214a) - Throws 5 blood projectiles in a well-spread area, can hit multiple times. Projectiles do 239dmg (80%). If done at close range, initial spray does 119dmg (85%). Multiple projectiles do not increase point counter.<br />
<br />
Bite (236b) - Knocks away and does not blood opponent. 1 hit, 359dmg (80%)<br />
<br />
Air Grab / "waak" (623a) - Grabs airborne opponent and puts them on the ground standing. 2 hits, 417dmg (90%)<br />
<br />
= Strategies =<br />
<br />
BnBs for Monster mode:<br />
<br />
Shift + 0 super stocks [5027 damage]:<br />
<br />
2+A-2+B-2+C-66~B xx 236+B xx shift, B-C (2 hits)-66~B xx 623+A xx 623+C (8+C,2+C,9+C), j.B, land, j.A-B-C, land, 66~B xx 623+A<br />
<br />
[http://www.youtube.com/watch?v=hklmqjV6xxg demonstration]<br />
<br />
[[Category: Monster]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Orju&diff=230560Monster/Orju2022-08-16T07:04:51Z<p>Bee chan: Bee chan moved page Orju to Monster/Orju</p>
<hr />
<div>[[Image:Orju_portrait.gif|frame|right|Orju's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
= Introduction =<br />
'''Orju'''. 王樹 <br><br />
The sub-human who lives in an old an empty area, is called the poem beast. With life, mighty power is freely used.<br />
<br />
This character was created by Sho Kawakami (ShoK) of [http://members.jcom.home.ne.jp/8105/ 8105 Graphics].<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
'''Standing'''<br><br />
A - 210 - Both<br><br />
B - 480 - Both<br><br />
C - 700 - Both<br><br />
<br />
'''Throws'''<br><br />
6+C - 700<br><br />
4+C - ?<br><br />
<br />
'''Crouching'''<br><br />
2A - 200 - Low<br><br />
2B - 420 - Low<br><br />
2C - 610 - Low<br><br />
<br />
'''Jumping'''<br><br />
j.A - 300 - High<br><br />
j.B - 400 - High<br><br />
j.C - 550 - High<br><br />
<br />
'''Running'''<br><br />
66A - 300 - Both<br><br />
66B - 300 - High<br><br />
66C - 450 - Both<br><br />
<br />
'''Sliding'''<br><br />
662A - 220 - Low<br><br />
662B - 460 - Low<br><br />
662C - 650 - Low<br><br />
<br />
== Special Moves ==<br />
<br />
*236a<br>開 (Kai), Enchant<br> Powers up other special moves (see below).<br />
<br />
*214a (ground/air)<br>閃 (Sen) Shoulder Check<br> 650 (1)<br />
<br />
*623a<br>閻 (En) Uppercut<br> 600 (1)<br />
<br />
*236b<br>墳 (Grave/Tomb) Energy Trust<br> 660 (1)<br />
<br />
=== Enchanted Moves (Kai) ===<br />
236a (Kai), Enchant puts an "Enchant Circle" around Orju, which powers up his other special moves. Likewise, his 236c "Super Enchant" will also put an enchant circle around Orju. These Enchant circles will modify the special move properties depending on what Enchant type it is, and what Shift you're in. The effect of the circle fades after use or if enough time passes. Range of 5c projectile also reduces as the rings shrinks over time.<br />
<br />
* All damage numbers are for when you are in that particular shift.<br />
<br />
'''Unshifted Enchant''':<br />
*Ring lasts for 20 seconds.<br />
*5c shoots invisible projectile in area of ring, doesn't launch, dissipates ring on hit. 800dm, (85%)<br />
*214a has blast trail that follows behind him. Does massive damage. Up to 16 hits, 2141dmg, (44%). In corner, up to 16 hits, 2263 (37%). On jumping opponent landing in the trail, up to 20 hits, 3000dmg (??%). Can chain from 5c before ring dissipates.<br />
*623a increased damage, priority, and range from the "blast ring" that circles him. If only first hit connects, 800dmg (85%), if both hits connect 1293dmg (68%).<br />
*236b leaves an energy "dot" behind that will launch the opponent if connected. 1000dmg, (85%)<br />
<br />
'''Monster Enchant''':<br />
*5c shoots invisible projectile in area of ring that knocks down (launches), one use only. 479dmg, (95%)<br />
*214a creates a "time stop" field around where he performs the move, causes opponent to lock in place for a short period of time. Hits only at end of dash, otherwise may pass through opponent dealing no damage. 1343 dmg, (80%). <br />
*623a increased damage, priority, and range from the "blast ring" that circles him. If only first hit connects, 1099dmg (85%), if only first and second hit connect 1781dmg (68%), if all hits connect 2494dmg (57%).<br />
*236b energy dot hits once and knocks down -- dot persists after it hits and becomes impassable and locks opponent near it. Opponent can't walk, dash, jump away from, or attack the dot to power break you (good okizeme in corner). 959dmg, (85%)<br />
<br />
'''Tranquility Enchant''':<br />
*5c Creates an enchant circle that acts as a timer. While the new enchant circle (timer) is on the screen, the enchant circle that surrounds Orju will collide with any of the opponent's hit-boxes which will cause a powerbreak on whoever has the lowest points (if Orju has lower points, he will be power broke). If points are even, then the ring does nothing.<br />
*214a Creates a trail of slow-floating leaves behind him. Leaves can hit for very minor damage or chip for better damage (good okizeme).<br />
*623a increased damage, priority, and range from the "blast ring" that circles him.<br />
*236b energy dot hits (2 hits max) and launches -- dot creates an enchant circle around opponent if it connects. This causes the opponent to slowly lose health while they have the ring around them after they are hit by the dot, the amount of life drained is added to the damage counter when you perform other moves. Multiple rings stack. The ring disappears when the opponent hits Orju.<br />
<br />
'''Freedom Enchant''':<br />
*5c multiple use, empties remaining Freedom % approx. 15% per use or recharges shift charge gauge by same amount when unshifted. Lasts approximately 17 seconds.<br />
*214a creates an unblockable blue trail behind him that launches, does no damage. Good meaty move since it's unblockable. Best used after shift ends while you still have the shifted enchant circle, or hitting an opponent at very end of the dash. Dash may hit for 299dmg (90%).<br />
*623a Increased priority, and vertical range from the "blast ring" that circles him. Horizontal range reduced. Leaves behind an enchant circle that acts as a timer. While the enchant circle is on the screen the opponent will fall very slowly, but you can't summon another enchant circle until it dissipates. 119dmg, (90%)<br />
*236b creates impassible energy dot that does not hit and lasts for approximately 10 seconds. Opponent can jump or backdash through it, but can not walk through it.<br />
<br />
'''Super Enchant''':<br />
<br />
**'''Level 1''':<br />
*Lasts for 5 seconds.<br />
*5c shoots invisible projectile in area of ring that freezes (can OTG), multiple use.<br />
*214a makes a white "blast trail" behind him that knocks opponent back/launches *and wall-slams. Can't juggle opponent further unless it wallslams.<br />
*623a increased damage, priority, and range from the "blast ring" that circles him. First hit freezes and second hit will un-freeze if it connects with frozen opponent.<br />
*236b creates energy dot that hits and freezes.<br />
<br />
**'''Level 2''':<br />
*Lasts for 10 seconds.<br />
*5c shoots invisible projectile in area of ring that launches, multiple use.<br />
*214a makes a green "blast trail" behind him that knocks opponent back/launches and wall-slams. Can't juggle opponent further unless it wallslams.<br />
*623a increased damage, priority, and range from the "blast ring" that circles him.<br />
*236b creates energy dot that hits up to 6 times, launches, causes status effect if blocked. Opponent is committed to blocking animation and can't move while status is in effect.<br />
<br />
**'''Level 3''':<br />
*Lasts for approx 18-20 seconds.<br />
*5c shoots invisible projectile in area of ring that launches, multiple use.<br />
*214a makes a red "blast trail" behind him that knocks opponent back/launches and wall-slams. Can't juggle opponent further unless it wallslams.<br />
*623a increased number of hits, damage, priority, and range from the "blast ring" that circles him.<br />
*236b creates energy dot that does 25 hits (when blocked), launches. Massive block damage.<br />
<br />
== Monster Blow ==<br />
'''Bash Combo''':<br><br />
214c<br><br />
水晶の竜 (Dragon of Crystal), Super Shoulder Check<br />
<br>dmg:<br />
<br>1st Stock: 789<br />
<br>2nd Stock: 1929<br />
<br>3rd Stock: 4055<br />
<br />
'''Monster Blow''':<br><br />
236c (level 1)<br />
<br>氷の舞姫 (Dance of the Ice Goddess), Super Ice Enchant<br />
<br>dmg: 1200<br />
<br />
236c (level 2)<br><br />
雷神の杖 (Cane of the Lightning God), Super Bolt Enchant<br />
<br>dmg: 1800<br />
<br />
236c (level 3)<br><br />
炎の魔人 (Demon of the Flame), Super Flame Enchant<br />
<br>dmg: 2201<br />
<br />
== Absurd Special ==<br />
236,236d (3 stocks plus shift)<br><br />
大道無極 (One End Main Street) No Outlet Main Street / Super Energy Field.<br />
<br>dmg: 300 per energy bullet.<br />
<br />
= Shift =<br />
<br />
== Monster ==<br />
*214a increased range and launches<br />
*623a increased height and damage<br />
*236b slower and stronger<br />
<br />
== Freedom ==<br />
*214a decreased range, increased speed<br />
*623a decreased horizontal and vertical range<br />
*236b increased speed<br />
<br />
==Tranquility ==<br />
*214a autoguards, increased range, highly punishable on block or hit.<br />
*623a decreased vertical and horizontal range<br />
*236b no change.<br />
<br />
= Strategies =<br />
<br />
[[Category: Monster]]<br />
<br />
<br />
Orju Is a really good character if you have a handle on the games engine. Orju has some strengths and some weaknesses. Each particular groove is made the help cover some of Orju's weaknesses and add to his strengths. For those who are starting to use Orju, It would probably be wise that you start off with the tranquility groove. The reason for this is because of the fact that Orju gains so much from this. He has extremely good oki as well as a variety of tricks at his disposal. <br />
<br />
Orju is lacking in the area of several things. First off he doesnt really have a reliable anti air. This allows characters such as Katze or Othello to consistantly jump in on Orju. This because a serious problem because this limits Orju's options offensively and defensively. In order to make up for this, Orju has to make sure to keep them out of the air by keeping them on the ground. There are several ways he can do this. He can Keep them from jumping by hitting them at the beginning of the jump. That way, your opponent gets knocked down and gives you a bit of an edge. While enchanted, Orju has better options against repeated jumpins; 623a Is a pretty good AA when normal enchanted. Your opponent more than likely will be more careful jumping in when they get hit by this move. 5a is a pretty decent situational anti air.<br />
<br />
*Sidenote: Outside of Enchanted 623A Orju's most reliable AA would be Standing B (or 5b) <br />
<br />
Your main goal with Orju is to try to stay normal enchanted(236a not shifted). While you are enchanted, Orju has alot more options. Read the specials moves section to get more of an understanding of what being enchanted means. Another thing you should do while playing Orju is be VERY patient. This cannot be stressed enough. You cannot recklessly attack with Orju because his pokes really aren't that good. <br />
<br />
Your opponent for the most part will be able to backdash alot of your attacks with easy(backdashing is invincible at the start up) You can do the following to try and catch a backdash if you believe your opponent is going to backdash:<br />
<br />
* 662 C<br />
* 66 B<br />
* 66 A(probably your safest option, Use pretty often)<br />
* Dash up Throw<br />
<br />
'''Shift specific's'''<br />
<br />
* Monster shift<br />
While Monster shift gives all special attacks The ability to do more damage than normal, Orju doesnt really gain anything from this. Orju's Shifted Enchant (236A) Does not give orju enough of an advantage over anything. While enchanted(during shift), 214a Becomes a type of "timestop" Freezes your opponent for a very limited amount of time. However, There are not any known ways of making this a very formatible move. Shift enchanted 623A isnt really too much different from the normal one. The dot (236b)Enchat shifted, If it hits, it will knock your opponent down. If they get up it holds them in place (keeps them from moving in the direction the dot is in). Overall. Monster shift does not gain anything from being shifted. Only play this if you feel like being different. Other than that, You really will not gain anything from playing this shift. It would be best to play Freedom or tranquility.<br />
<br />
* Freedom Shift<br />
<br />
First To have been thought to be pretty Crappy, Orju in this shift has VERY unique style of play. Unlike Monster and Traquility, Orju In this shift has a VERY serious rushdown, Very hard to guess frametraps, Unblockables, damaging combos, And last but not least, He has extremely good mixups. Shift Enchanted 214A allows for unblockables due to the trail following the move. In other words, Free KnockDowns. Very valuable to Orju in this mode. Orju in freedom has really good Okizeme as well. 214a shifted is REALLY fast. You can do these after a knockdown midscreen to get a seriously hard to guess oki game on your opponent. Freedom orju is also pretty advanced to play. Requires alot of patience to learn his combos and master his different style of play to that of Monster and Tranquility Shifts.<br />
<br />
* Tranquility shift<br />
<br />
Orju's best shift. In this mode, It is extremely hard to keep orju down while shifted. SHifted Enchant is really powerful(Read the move lists above for detailed descriptions on what his shifted in chant is able to do) 214A has alot of autoguard, so its really easy to deal with Pressure situations for tranquil orju. 236B Shift Enchanted is REALLY REALLY good.(Once again read above for information regarding this move) <br />
<br />
<br />
'''- Match-ups-'''<br />
<br />
This was copied from AyaImmortal Monster blog.<br />
<br />
*'''Orju Vs Katze''': Pretty easy match up actually. If you suspect katze will wake up with 623A, as Orju, You can actually hit under the move of at max range with 2b to avoid it on wake up. If katze decides that he wants to backdash on wake up instead you can use 662C or 662b against them to attempt to punish the move. Even if they block it they arent able to do anything in retaliation AFTER the backdash because they are forced into a neutral situation. THis works on pretty much all characters so keep this in mind. Watch out for katze's overhead too. Its a pretty weird move thought it is pretty slow, on block it does have advantage on it(not exactly sure how much though because we dont have access to frame information) With this in mind you wont really be able to retalitate with anything. So best option would be to backdash(orju has a really good backdash) and then punish the move as it whiffs. Katze CANNOT take to the air against you because almost any move that he can do against you will be completely beaten out by J.C.<br />
<br />
Katze also has really quick low attacks as well. His 2c reminds me of db+1 in tekken 5 from jack-5. The move is stupid fast lol. So you have to be on the look out for those moves. You shouldnt really have too much of a problem against katze. Just make sure not to jump in on him. and you should be fine.<br />
<br />
*'''Orju vs Maya''': This is the match up where T orju really begins to shine. He can take advantage of the fact that maya has no ground overhead. Now at first you might be like" why does that matter???" Well If you think about it. It means for the most part Orju can just block EVERYTHING maya does to build up his points. By doing this he can keep maya completely at bay when he is shifted. For the most part, Maya cannot do anything to stop him any attack she does will be completely stopped by being powerbroken when orju is shifted and green "nature" enchanted. He can powerbreak at will against maya because she doesnt really have a high low game; Not that maya needs one or anything. Maya just cannot get around orjus ground and air pressence while he is shifted in Tranquility. If maya does start getting in on you just be patient and look for your chance to powerbreak or shift out of the situation. This is a match up that T orju owns for the most part. So in this match up, I suggest playing T orju all the way.<br />
<br />
If maya is using tranquility, Make sure to try keeping her from gaining her shifted 236A. This move will cause you alot of problems. Try to trick the shadows (236b) Running backwards making them pretty useless. If she uses them properly They will become a serious pain in the ass. Alot of maya pressure is based on her ability to soft lock her opponent down you have to make sure that you are constantly pressuring maya to keep her from gaining ground. While you are unshifted, You dont really have anything on maya. She has better everything for the most part. Just try to prevent her from gaining ground and you should be fine.<br />
<br />
*'''Orju vs Delga''': Now This is a odd match up. There isnt really too much to say about the match up. If delga jumps do jumping C to beat him out of the air. If delga stays on the ground try to keep him away from you so he doesnt grab you. If delga manages to land a grab on you, YOu are losing alot of life. So going close to delga isnt really a good suggestion lol, Unless you like being grabbed all day of course hehe. Just keep your distance. When delga comes in at you, You have to pretty much hit and run the fuck out of there. Get your damage in and roll the fuck out. best suggestion i can make at this point. F orju does really damn well in this match up because he is so damn fast. Probably the fastest character in the game while shifted next to ryougen.<br />
<br />
* '''Orju vs Ryougen''': OMG, This match up is just silly. Ryougen has you beat in so many damn ways it will make your headspin over and over. Well, That isnt exactly true, Tranquility orju has a really solid chance of beating Ryougen. Staying in ryougens face is a pretty good idea. Try to bait his counter(623a) and his parry (4b) and then punish his ass hard as fuck. IF he manages to hit you, Kiss your life bar goodbye lol. The man is just too powerful. You cannot do anything really against his jump ins. Being patient is probably your best bet. Just sit tight and wait for the right time. You can win the match up as long as you play smart against ryougen. He has longer pokes then you do so you arent going to be out ranging him in anyway. Zoning for the most part will not be happening. If you are enchanted (non shifted) try to land some dots around the screen to make it harder for ryougen to get in on you.<br />
<br />
<br />
== Combos ==<br />
<br />
Orju has many versatile combos that lead into various okizeme setups/poke strings. Of course, Freedom Orju is the combo machine shift, as he can pull 40-50% damage combos WITHOUT using stock.<br />
<br />
'''-No stock-'''<br />
<br />
*2ab, 5c, 662b, 214a (gives neutral frame advantage. somewhat useful against characters with slow normals such as othello, ryougen, delga, and aleksandr)<br />
*2ab, 5c, 662c, 214a (knocks down)<br />
*2abc, 662c, 236a (this gives an enchant, as well as a knockdown. vital for wake-up pressure afterward)<br />
*2ab, 5c, empty 66, 2ab, 5c, 662c, 236a(this also gives an enchant but requires the unshifted enchant beforehand)<br />
*2ab, 5c, 99ab, 2ab, 5c, 662c, 236a(this also requires the unshifted enchant, but provides another enchant at the end)<br />
<br />
'''-Shift-'''<br />
<br />
Any shift:<br />
*2ab, 5c, 66b, 214a, shift, 214c, 5c, 66c, 236a (this gives an enchant and provides a decent number of points, but uses 1 stock)<br />
*2abc, 662c, 214a, shift, 2c, 66c, 236a (this gives an enchant and provides less points than the above combo, but doesn't use stock.)<br />
Monster:<br />
<br />
<br />
<br />
Freedom:<br />
* anywhere: 2ab, 5c, 662c, 214a, shift 2c 66c 236a 5bc 66a 623a 214a x3(This is the basic F orju midscreen combo, It does good damage but is a little hard to time. A little practice to adjust and you will be fine, Can also be performed in the corner<br />
* Corner: 2ab, 5c, 662c, 214a, shift, 2c, 66c, 236a, {2c 236a, Jc}x2 ab, 66a 236a(This is your basic corner combo, Takes a little time to adjust to but once you get it down you are setting up for unblockable situations.)<br />
<br />
<br />
Tranquility:<br />
*(tranquility does not feature any unique shift combos)</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Maya&diff=230558Monster/Maya2022-08-16T07:04:04Z<p>Bee chan: Bee chan moved page Maya to Monster/Maya</p>
<hr />
<div>[[Image:Maya_portrait.gif|frame|right|Maya's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
= Introduction =<br />
'''Maya Furugohri'''. 古郡・真夜<br />
<br />
This character was created by Sho Kawakami (ShoK) of [http://members.jcom.home.ne.jp/8105/ 8105 Graphics].<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
=== Throws ===<br />
{|border="1"<br />
|http://www.shoryuken.com/wiki/images/a/ab/Hold_FW.JPG<br />
|http://www.shoryuken.com/wiki/images/7/75/Hold_BW.jpg<br />
|-<br />
|align="center"|6 C (forward throw) - 980<br />
|align="center"|4 C (back throw) - 500<br />
|}<br />
<br />
=== Standing ===<br />
{|border="1"<br />
|http://www.shoryuken.com/wiki/images/1/17/Atk_St_S.jpg<br />
|http://www.shoryuken.com/wiki/images/4/4b/Atk_St_M.jpg<br />
|http://www.shoryuken.com/wiki/images/b/b7/Atk_St_H.jpg<br />
|-<br />
|align="center"|A - 210 Both<br />
|align="center"|B - 420 Both<br />
|align="center"|C - 600 Both<br />
|}<br />
<br />
=== Crouching ===<br />
{|border="1"<br />
|http://www.shoryuken.com/wiki/images/6/6c/Atk_Cr_S.jpg<br />
|http://www.shoryuken.com/wiki/images/d/d7/Atk_Cr_M.jpg<br />
|http://www.shoryuken.com/wiki/images/8/81/Atk_Cr_H.jpg<br />
|-<br />
|align="center"|A - 200 Both<br />
|align="center"|B - 380 Low<br />
|align="center"|C - 650 Low<br />
|}<br />
<br />
=== Running Standing ===<br />
{|border="1"<br />
|http://www.shoryuken.com/wiki/images/5/5a/Atk_Dh_St_S.jpg<br />
|http://www.shoryuken.com/wiki/images/3/36/Atk_Dh_St_M.jpg<br />
|http://www.shoryuken.com/wiki/images/8/8d/Atk_Dh_St_H.jpg<br />
|-<br />
|align="center"|A - 200 Both<br />
|align="center"|B - 460 Both<br />
|align="center"|C - 650 Both<br />
|}<br />
<br />
=== Running Crouching ===<br />
{|border="1"<br />
|http://www.shoryuken.com/wiki/images/6/64/Atk_Dh_Cr_S.jpg<br />
|http://www.shoryuken.com/wiki/images/2/2d/Atk_Dh_Cr_M.jpg<br />
|http://www.shoryuken.com/wiki/images/a/a0/Atk_Dh_Cr_H.jpg<br />
|-<br />
|align="center"|A - 220 Both<br />
|align="center"|B - 400 Low<br />
|align="center"|C - 700 Low<br />
|}<br />
<br />
=== Air ===<br />
{|border="1"<br />
|http://www.shoryuken.com/wiki/images/8/8d/Atk_Jmp_S.jpg<br />
|http://www.shoryuken.com/wiki/images/3/3c/Atk_Jmp_M.jpg<br />
|http://www.shoryuken.com/wiki/images/6/63/Atk_Jmp_H.jpg<br />
|-<br />
|align="center"|A - 180 High<br />
|align="center"|B - 300 High<br />
|align="center"|C - 500 High<br />
|}<br />
<br />
== Special Moves ==<br />
<ul><li>236a - 300 dmg High<br><br />
手鏡 (The Hand Mirror) Forward Teleport Portals</li><br />
• Slow horizontal projectile that travels 2/3 of full screen.<br> <br />
• Teleports Maya to opponent on impact.<br><br />
• Retains Maya's momentum at time of impact.</li></ul><br />
<br />
<ul><li>623a - 300 dmg High<br><br />
割鏡 (Percentage Mirror) Ground Teleport Portal</li><br />
• Places a stationary "mine" at Maya's feet.<br> <br />
• Teleports Maya above the mine when opponent moves over it and is damaged or blocks it.<br><br />
• Maya can double jump after teleport.</li></ul><br />
<br />
<ul><li>214a - 400 dmg High<br><br />
空蝉 (Empty Cicada) Illusion Dashing Palm<br />
• Sends out a dashing shadow punching Maya.<br><br />
• Travels about 1 1/4 standing Mayas.</li></ul><br />
<br />
<ul><li>236b - Damage equal to opponent's attack<br><br />
姿見 (Form Seeing) Illusion of Enemy</li><br />
•Creats an illusion of the opponent that loosely mirrors their movements with sligh delay.<br><br />
•Lasts around 4 seconds.<br><br />
•Disappears when Maya or illusion attacks opponent, hit or block.<br><br />
•Does not disappear when Maya is hit.</li></ul><br />
<br />
== Monster Blow ==<br />
<ul><li>236c<br><br />
御鏡 (Mirror) Giant White Mirror</li></ul><br />
<br />
<ul><li>214c<br><br />
水晶の竜 (Dragon of the Crystal) Illusion Rush</li></ul><br />
<br />
== Absurd Special ==<br />
<br />
236236 S<br><br />
鎮妖駆邪 (Running Wickedness) Power Breaks any attack on the screen.<br />
<br />
= Shift =<br />
<ul><li>Does no damage. Air shift is her jump B.<br><br />
== Monster ==<br />
=== Special Moves ===<br />
<ul><li>236a - 719 dmg<br><br />
手鏡 (The Hand Mirror) Forward Teleport Portals<br><br />
• Mirror doesn't go as far and moves forward at a slower pace and with more vertical range.<br><br />
• Freezes opponents if it hits an opponent during any attack recovery frame.</li></ul><br />
<br />
<ul><li>623a - 599 dmg<br><br />
割鏡 (Percentage Mirror) Ground Teleport Portal<br><br />
• Wider portal on the ground.<br><br />
• Freezes opponent in the air for a moment before they start falling normally.</li></ul><br />
<br />
<ul><li>214a - 0, 191 dmg<br><br />
空蝉 (Empty Cicada) Illusion Dashing Palm<br><br />
• Illusion sticks hand out and holds opponent.<br><br />
• Maya will always jump after illusion grabs opponent, unless opponent hits Maya out of it.</li></ul><br />
<br />
<ul><li>236b<br><br />
姿見 (Form Seeing) Illusion of Enemy<br><br />
• Summons illusion of enemy that copies opponent's actions, but illusion always follows Maya.</li></ul><br />
<br />
== Freedom ==<br />
=== Special Moves ===<br />
<ul><li>236a<br><br />
手鏡 (The Hand Mirror) Forward Teleport Portals<br><br />
• Portals move forward quickly to about 1/5th of the screen and teleport Maya there.<br><br />
• Portals can't hit the opponent.</li></ul><br />
<br />
<ul><li>623a<br><br />
割鏡 (Percentage Mirror) Ground Teleport Portal<br><br />
• Ground portals can hit the opponent and can be used to teleport on command by pressing the C button after dropping one.</li></ul><br />
<br />
<ul><li>214a - 239, 237 dmg<br><br />
空蝉 (Empty Cicada) Illusion Dashing Palm<br><br />
• Illusion of Maya does a short range Dashing Palm and follows up with a jumping C.</li></ul><br />
<br />
<ul><li>236b<br><br />
姿見 (Form Seeing) Illusion of Enemy<br><br />
• Same as normal version.</li></ul><br />
<br />
==Tranquility ==<br />
=== Special Moves ===<br />
<ul><li>236a<br><br />
手鏡 (The Hand Mirror) Forward Teleport Portals<br><br />
• A white glowing sign surrounds Maya and protects her from 1 hit from any attack.</li></ul><br />
<br />
<ul><li>623a<br><br />
割鏡 (Percentage Mirror) Ground Teleport Portal<br><br />
• Same as normal version.</li></ul><br />
<br />
<ul><li>214a<br><br />
空蝉 (Empty Cicada) Illusion Dashing Palm<br><br />
• Creates a blue illusion of Maya that stands there until Maya does a standing C, in which the illusion then changes back to normal and does a Dashing Palm.</li></ul><br />
<br />
<ul><li>236b<br><br />
姿見 (Form Seeing) Illusion of Enemy<br><br />
• Creates an illusion of herself that imitates all of Maya's actions half a second after she does them for 5 seconds.</li></ul><br />
<br />
= Strategies =<br />
<br />
[[Category: Monster]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Efleet&diff=230554Monster/Efleet2022-08-16T07:00:19Z<p>Bee chan: Bee chan moved page Efleet to Monster/Efleet</p>
<hr />
<div>[[Image:Efleet_portrait.gif|frame|right|Efleet's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
<br />
= Introduction =<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
<br />
== Special Moves ==<br />
<br />
== Absurd Special ==<br />
<br />
= Shift =<br />
<br />
== Monster ==<br />
<br />
== Freedom ==<br />
<br />
==Tranquility ==<br />
<br />
= Strategies =<br />
<br />
[[Category: Monster]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Delga&diff=230552Monster/Delga2022-08-16T06:59:51Z<p>Bee chan: Bee chan moved page Delga to Monster/Delga</p>
<hr />
<div>[[Image:Delga_portrait.gif|frame|right|Delga's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
<br />
= Introduction =<br />
'''Delga'''. デルガ <br><br />
With his memory lost, Delga travels in search of the past. In his journey there is mystery in the dispute.<br />
<br />
This character was created by 破魔 (Hama) of [http://www.geocities.jp/final_howl/ Final Howling].<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
===Standing===<br />
'''A'''<br><br />
1-Hit 450 90%<br><br />
<br />
'''B'''<br><br />
1-Hit 670 95%<br><br />
<br />
'''C [no charge]'''<br><br />
2-Hit 941 80% (knockdown)<br />
*500~441 90%~80% <br />
'''C [full charge]'''<br><br />
24-Hit 4212 7% (knockdown)<br><br />
<br />
'''6+C [throw]'''<br><br />
1-Hit 800 100% (wallbounce)<br><br />
<br />
'''4+C [throw]'''<br><br />
1-Hit 1500 100% (knockdown)<br />
<br />
===Crouching===<br />
'''A'''<br><br />
1-Hit 430 90%<br><br />
<br />
'''B'''<br><br />
1-Hit 680 95% (knockdown)<br />
<br />
===Jumping===<br />
'''A'''<br><br />
1-Hit 500 90%<br><br />
<br />
'''B'''<br><br />
1-Hit 630 95% (knockdown)<br><br />
<br />
'''C'''<br><br />
4-Hit 1675 65% (knockdown)<br />
*500~441~389~345 90%~80%~72%~65%<br />
<br />
===Command moves===<br />
'''Elbow slam'''<br><br />
66+A<br><br />
1-Hit 450 90%<br><br />
<br />
'''Tail whip'''<br><br />
66+B<br><br />
1-Hit 550 92% (launch)<br><br />
<br />
'''Running Low'''<br><br />
662+A<br><br />
1-Hit 490 90%<br><br />
<br />
'''Leg Sweep'''<br><br />
662+B<br><br />
1-Hit 690 90% (knockdown)<br />
<br />
== Special Moves ==<br />
<br />
'''アースストライク (Ground Strike) Command Grab'''<br><br />
41236+A<br><br />
1-Hit 900 80% (launch)<br />
*Note: Near-instant start-up. Very combo-able.<br />
<br />
'''アースライト (Ground Write) Ground Punch A.K.A. Rocks'''<br><br />
22+B<br><br />
1-Hit 100 90%<br />
*Note: This data is for one rock. There are eight rocks that can hit. The rocks are only able to hit while they fall.<br />
<br />
'''ディスクブレード (Disk Blade) Axe Slice'''<br><br />
623+B<br><br />
1-Hit 1200 80%<br />
*Note: Whiffs versus crouching opponents. Unblockable versus standing opponents.<br />
<br />
'''チェーンスイング (Chain Swing) Axe Swing'''<br><br />
214+A<br><br />
1-Hit 600 80% (knockdown)<br />
*Note: The hitbox only includes the last 3/4th of the blade.<br />
<br />
== Super Moves ==<br />
'''Bash Combo:'''<br><br />
'''デルガズダイナマイトスイング (Delga's Dynamite Swing) Super Command Grab'''<br><br />
41236+C<br><br />
1st Stock: 2-Hit 1971 90%<br />
*1500~471 100%~90%<br />
2nd Stock: 3-Hit 3812 90%<br />
*1500~1880~432 100%~100%~90%<br />
3rd Stock: 3-Hit 5974 100% (Wallbounce)<br />
*1500~1880~2594 100%~100%~100%<br />
<br />
'''Monster Blow:'''<br><br />
'''ドラグスクリーム (Dragu Scream) Super Flame Breath'''<br><br />
214+C<br><br />
Lv1: 1-Hit 400 95% (knockdown)<br />
*Note: This data is for one hit. It can hit up to 8 times. Whiffs versus crouching opponents.<br />
Lv2: 1-Hit 400 95% (knockdown)<br />
*Note: This data is for one hit. It can hit up to 13 times. Whiffs versus crouching opponents.<br />
Lv3: 1-Hit 400 95% (knockdown)<br />
*Note: This data is for one hit. It can hit up to 21 times. Whiffs versus crouching opponents.<br />
<br />
'''Absurd:'''<br><br />
'''リミットキャンセル (Limit Cancel) Limit Cancel'''<br><br />
214214+D<br />
*While in Limit Cancel mode Delga does not have any damage reduction during his combos.<br />
<br />
= Shift =<br />
<br />
Monster Shift causes all of Delga's attacks, specials and normals to do more damage. Some specials have slower start up and have additional hits when shifted. <br><br><br />
<br />
Freedom Shift causes all of Delga's normal attacks to do more damage. Some specials are faster and do much less damage, but are canceable.<br><br><br />
<br />
Tranquility Shift causes all of Delga's normal attacks to do more damage. Some specials gain unique properties such as auto-guard.<br><br><br />
<br />
== Monster ==<br />
<br />
'''41236+A<br>'''<br />
2-Hits 1630 64% (launch)<br><br />
*Note: Near-instant start-up. Causes an addtional ground slam before launch, but launch is low.<br><br />
<br />
'''22+B<br>'''<br />
1-Hit 2159 90% (punch)<br><br />
1-Hit 118 90% (rock)*<br><br />
Actual punch becomes a hit. Blockable high and low despite looking like a low.<br><br />
*Note: This data is for one rock. There are eight rocks that can hit. The rocks are only able to hit while they fall.<br><br />
<br />
'''623+B<br>'''<br />
1-Hit 1799 80%<br><br />
Slower start up, launches enemy, and can bounce enemy off walls for combos.<br><br />
*Note: Whiffs versus crouching opponents. Unblockable versus standing opponents.<br />
<br />
'''214+A<br>'''<br />
3-Hits 1363 61% (knockdown)<br><br />
Slower startup, more damage + hits.<br><br />
*Note: The hitbox only includes the last 3/4th of the blade.<br><br />
<br />
== Freedom ==<br />
<br />
==Tranquility ==<br />
<br />
'''41236+A<br>'''<br />
1-Hit 1079 80% (launch)<br><br />
*Note: Near-instant start-up. Tosses enemy far but can bounce them off walls. Very little recovery on whiff. <br><br />
<br />
'''22+B<br>'''<br />
1-Hit 119 90%<br><br />
Sends out more rocks in a wider range. Does more damage. Has a small amount of auto-gaurd at beginning. <br><br />
*Note: This data is for one rock. There are twelve rocks that can hit. The rocks are only able to hit while they fall.<br><br />
<br />
'''623+B<br>'''<br />
1-Hit 839 80%<br><br />
Has autogaurd properties at startup. Does less damage. <br><br />
*Note: Whiffs versus crouching opponents. Unblockable versus standing opponents.<br />
<br />
'''214+A<br>'''<br />
1-Hit 479 80% (knockdown)<br><br />
The enterity of the chain and blade hits. Swung at a side to side arc, giving it less vertical range.<br><br />
<br />
= Strategies =<br />
<br />
[[Category: Monster]]<br />
[[Category:Delga]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Bushido_Blade_2/Katze&diff=230551Bushido Blade 2/Katze2022-08-16T06:59:28Z<p>Bee chan: Bee chan moved page Bushido Blade 2/Katze to Monster/Katze</p>
<hr />
<div>#REDIRECT [[Monster/Katze]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Katze&diff=230550Monster/Katze2022-08-16T06:59:28Z<p>Bee chan: Bee chan moved page Bushido Blade 2/Katze to Monster/Katze</p>
<hr />
<div>[[Image:Katze_portrait.gif|frame|right|Katze's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
= Introduction =<br />
'''Katze Wildfang'''. <br />
カッツェ・ヴィルトファング<br />
<br />
This character was created by Shiki Maeda of [http://www.geocities.jp/agmix2/ Animal Genomix]<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
<br />
<br />
'''Ground Moves'''<br />
<table style="width:400px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:silver"><br />
<th style="border:1px solid black">State</th><br />
<th>Input</th><br />
<th>Start-Up</th><br />
<th>Block Adv.</th><br />
<th>Hit Adv.</th><br />
<th>Crouch Adv.</th><br />
<th>Guard</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="3">Standing</td><br />
<td>A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>300</td><br />
</tr><br />
<tr><br />
<td>B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>500,200</td><br />
</tr><br />
<tr><br />
<td>C</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>700</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="3">Crouching</td><br />
<td>A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>300</td><br />
</tr><br />
<tr><br />
<td>B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>580</td><br />
</tr><br />
<tr><br />
<td>C</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>L</td><br />
<td>600</td><br />
</tr><br />
</table><br />
<br />
<br />
'''Dashing Moves'''<br />
<table style="width:400px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:silver"><br />
<th style="border:1px solid black">State</th><br />
<th>Input</th><br />
<th>Start-Up</th><br />
<th>Block Adv.</th><br />
<th>Hit Adv.</th><br />
<th>Crouch Adv.</th><br />
<th>Guard</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="3">Dash Standing</td><br />
<td>A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>300</td><br />
</tr><br />
<tr><br />
<td>B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>600</td><br />
</tr><br />
<tr><br />
<td>C</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>H</td><br />
<td>450</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="3">Dash Crouching</td><br />
<td>A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>L</td><br />
<td>220</td><br />
</tr><br />
<tr><br />
<td>B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>540</td><br />
</tr><br />
<tr><br />
<td>C</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>L</td><br />
<td>650</td><br />
</tr><br />
</table><br />
<br />
66B can be held to increase start-up and reduce recovery.<br><br />
<br />
'''Air Moves'''<br />
<table style="width:400px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:silver"><br />
<th style="border:1px solid black">State</th><br />
<th>Input</th><br />
<th>Start-Up</th><br />
<th>Block Adv.</th><br />
<th>Hit Adv.</th><br />
<th>Crouch Adv.</th><br />
<th>Guard</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="3">Jumping</td><br />
<td>A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>H</td><br />
<td>300</td><br />
</tr><br />
<tr><br />
<td>B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>H</td><br />
<td>400</td><br />
</tr><br />
<tr><br />
<td>C</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>H</td><br />
<td>720</td><br />
</tr><br />
</table><br />
<br />
<br />
'''Throws'''<br />
<table style="width:100px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:silver"><br />
<th style="border:1px solid black">Input</th><br />
<th>Start-Up</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">6 A</td><br />
<td></td><br />
<td>1200</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">4 A</td><br />
<td></td><br />
<td>1200</td><br />
</tr><br />
</table><br />
<br />
4 A switches sides. If you throw while you are in the corner on 2P side, you stay cornered.<br><br />
<br />
== Special Moves ==<br />
<br />
<br />
'''Special Moves'''<br />
<table style="width:500px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:silver"><br />
<th style="width:100px;border:1px solid black">Name</th><br />
<th>Input</th><br />
<th>Start-Up</th><br />
<th>Block Adv.</th><br />
<th>Hit Adv.</th><br />
<th>Crouch Adv.</th><br />
<th>Guard</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Right Fang</td><br />
<td>236A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>500</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Left Fang</td><br />
<td>236B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>800</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Aepyornis Wing</td><br />
<td>623A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>250,300x5</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Aepyornis Hunt</td><br />
<td>214A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>700,100x10</td><br />
</tr><br />
</table><br />
<br />
Right Fang knocks down.<br />
<br />
Aepyornis Wing knocks down. Decent wake-up option.<br />
<br />
Aepyornis Hunt can cross-up.<br />
<br />
<br />
'''Super Moves'''<br />
<table style="width:500px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:silver"><br />
<th style="width:105px;border:1px solid black">Name</th><br />
<th>Input</th><br />
<th>Level</th><br />
<th>Start-Up</th><br />
<th>Block Adv.</th><br />
<th>Hit Adv.</th><br />
<th>Crouch Adv.</th><br />
<th>Guard</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="3">Judgement Fang</td><br />
<td rowspan="3">236C</td><br />
<td>Lv1</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>2000</td><br />
</tr><br />
<tr><br />
<td>Lv2</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>3400</td><br />
</tr><br />
<tr><br />
<td>Lv3</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>4453</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="3">Thousand Basher</td><br />
<td rowspan="3">214C</td><br />
<td>Lv1</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>592(1080)</td><br />
</tr><br />
<tr><br />
<td>Lv2</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>1740(2205)</td><br />
</tr><br />
<tr><br />
<td>Lv3</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>4552</td><br />
</tr><br />
</table><br />
<br />
Judgement Fang can wall bounce.<br />
<br />
Thousand Basher can be canceled into anything before the final hit. In order to reach Lv2 and Lv3, Thousand Basher must be performed three times in a single combo without the final hit of Lv1 or Lv2 ever hitting.<br />
<br />
<br />
== Absurd Special ==<br />
<br />
Cat's Eye - 214214C<br />
<br />
Slows the opponent.<br />
<br />
<br />
= Shift =<br />
<br />
Shifting increases the damage of normals by approximatly 20%.<br />
<br />
<br />
== Monster ==<br />
<br />
<br />
'''Special Moves'''<br />
<table style="width:500px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:orange"><br />
<th style="width:100px;border:1px solid black">Name</th><br />
<th>Input</th><br />
<th>Start-Up</th><br />
<th>Block Adv.</th><br />
<th>Hit Adv.</th><br />
<th>Crouch Adv.</th><br />
<th>Guard</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Right Fang</td><br />
<td>236A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>2351</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Left Fang</td><br />
<td>236B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>L,HL</td><br />
<td>923,923</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="3">Aepyornis Wing</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>755,587,</td><br />
</tr><br />
<tr><br />
<td>623A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>479,359,</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>297,239,119</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Aepyornis Hunt</td><br />
<td>214A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>1199,100x20</td><br />
</tr><br />
</table><br />
<br />
Right Fang becomes very slow but very powerful (over 20% dmg). Useful during Power Break in which only one hit is possible? It has shorter range than normal.<br />
<br />
Left Fang now hits twice with the first hitting low, now actually making the move faster. After the second hit the opponent is launched and able to be juggled.<br />
<br />
Aepyornis Wing is a bit slower than normal and hits more.<br />
<br />
Aepyornis Hunt is slower and hits more than usual.<br />
<br />
<br />
== Freedom ==<br />
<br />
'''Special Moves'''<br />
<table style="width:500px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:cyan"><br />
<th style="width:100px;border:1px solid black">Name</th><br />
<th>Input</th><br />
<th>Start-Up</th><br />
<th>Block Adv.</th><br />
<th>Hit Adv.</th><br />
<th>Crouch Adv.</th><br />
<th>Guard</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Right Fang</td><br />
<td>236A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>239</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Left Fang</td><br />
<td>236B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>839</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Aepyornis Wing</td><br />
<td>623A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>119,95,71</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Aepyornis Hunt</td><br />
<td>214A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>119x5</td><br />
</tr><br />
</table><br />
<br />
Right Fang has shorter range than normal but, upon hit, you can cancel into anything.<br />
<br />
Left Fang is pretty slow but recovers very fast. You can also cancel it, before it hits, into anything. You can also cancel when it hits.<br />
<br />
Aepyornis Wing hits less but can be canceled into anything shortly after the wing appears.<br />
<br />
Aepyornis Hunt can be canceled at any point after he attacks.<br />
<br />
<br />
==Tranquility ==<br />
<br />
'''Special Moves'''<br />
<table style="width:500px;border:1px solid silver" cellborder="1"><br />
<tr style="text-align:center;background-color:lightgreen"><br />
<th style="width:100px;border:1px solid black">Name</th><br />
<th>Input</th><br />
<th>Start-Up</th><br />
<th>Block Adv.</th><br />
<th>Hit Adv.</th><br />
<th>Crouch Adv.</th><br />
<th>Guard</th><br />
<th>Damage</th><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Right Fang</td><br />
<td>236A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>719</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Left Fang</td><br />
<td>236B</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>599</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Aepyornis Wing</td><br />
<td>623A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>622,359x5</td><br />
</tr><br />
<tr><br />
<td style="border:1px solid black" rowspan="1">Aepyornis Hunt</td><br />
<td>214A</td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td></td><br />
<td>HL</td><br />
<td>839,119x7</td><br />
</tr><br />
</table><br />
<br />
Right Fang has more range than normal, it can chain into Left Fang and has invulnerable start-up. It's slower than usual but has great recover.<br />
<br />
Left Fang has less range than normal, it can be chained into from Right Fang and has invulnerable start-up. It's faster than usual.<br />
<br />
Aepyornis Wing has invincible start-up.<br />
<br />
Aepyornis Hunt bounces you back on hit or block. After you are bounced, you can attack before landing but cannot double jump.<br />
<br />
= Strategies =<br />
==Overview==<br />
Katze's gameplan revolves around his superior poking skill using 5A, 2A and (66)2C, which he can easily use to link into one of his heavily damaging combos. His zoning game is also among the best in the game, thanks to Apyornis Wing. In a way, he plays very much like a Ryu without fireballs.<br />
==Mode selection==<br />
Katze's best modes are definitely Tranquility and Freedom. His monster mode ends up being pretty useless due to how slow his specials become when shifted, which make it near impossible to do as much damage as in the other modes.<br />
==Tranquility mode==<br />
This mode is played very defensively, making use of dashing in with good pokes and backdash cancelling to pressure your opponent into making a mistake and falling into an Apyornis Wing or hitting him with one of your high/low mixup attacks, which can all be comboed into high damaging combos with relative ease.<br />
====Combos====<br />
'''From anywhere on the screen''': 5AB(2hit)C 236A @ 5C 236A 236B 236C (~3800 and ~4800 damage)<br><br />
'''Air-to-air combo''': jABC (land) 5C 236B @ 5C 236A 236B 236C (around 4500 damage)<br><br />
'''Dashing overhead''': 66C 5C @ 5C 236A 236B 236C (3700 damage)<br><br />
'''Dashing low attack''': 662C 236A @ 5C 236A 236B 236C (~3700 damage)<br><br />
'''Crouching''': 2AAC 236B @ 5C 236A 236B 236C (~4400 damage)<br><br />
'''On crouching opponents''': Same as above, but replace 2C by 5C, deals about the same damage.<br><br />
[[Category: Monster]]<br />
<br />
[[Category:Bushido Blade 2]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Monster/Aleksandr&diff=230548Monster/Aleksandr2022-08-16T06:58:47Z<p>Bee chan: Bee chan moved page Aleksandr to Monster/Aleksandr</p>
<hr />
<div>[[Image:Aleksandr_portrait.gif|frame|right|Aleksandr's Portrait]]<br />
''This page is about a character, to return to the main Monster page [[Monster|click here.]]''<br />
<br />
= Introduction =<br />
'''Aleksander Parvlovitzsi'''. アレクサンドル・パーブロヴィチ<br />
<br />
This character was created by Gonnohyoue (權兵衞) of [http://gombee.power.ne.jp/ Gombee Power] (權家莊).<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
Note: All attacks that use his sword are unblockable.<br />
<br />
*5A<br />
*2A<br />
*5B<br />
*2B<br />
*5C<br />
*2C<br />
<br />
Dashing attacks: <br />
<br />
*66A<br />
*662A<br />
*66B<br />
*662B<br />
*66C<br />
*662C<br />
<br />
== Special Moves ==<br />
<br />
None. <br />
<br />
== Absurd Special ==<br />
214214C <br><br />
セキーララッセカチョーク (sekiraratsusekachiyoku (?))<br><br />
6621 damage <br />
<br />
Description: Aleksandr hurls his sword at his opponent, which gets stuck in the opponent's chest. Then Aleksandr struggles a bit but then finally puts it out for mega damage. <br />
<br />
Notes: To connect his Absurd at a distance, as one hit normals can whiff if you do it too close to an opponent. 5A x 3, 5B xx Absurd works well if your right close to your opponent in the corner, but is scaled somehow harshly compared to a one hit connect.<br />
<br />
= Shift =<br />
<br />
== Monster ==<br />
<br />
== Freedom ==<br />
Notes: Damage scales the least in this mode.<br />
<br />
==Tranquility ==<br />
<br />
= Strategies =<br />
<br />
[[Category: Monster]]<br />
<br />
<br />
== Combos ==<br />
<br />
Meterless combos: <br />
<br />
5A x3, 5B, 5C, 662C - 1722 damage<br />
<br />
<br />
Level 1 + Shift combos: <br />
<br />
Midscreen combo: 5A x 3, 5B, 5C, 662C x Shift xx 236C, 2B, 5C, 66C - 2978 damage<br />
Corner only: 5A x 3, 5B, 5C, 66C x Shift, 5C xx 236C, 2B, 5C, 66C - 3444 damage<br />
<br />
<br />
Level 2 + Shift combos: <br />
<br />
Corner only: 5A x 3, 5B, 5C, 66C x Shift, 66C x 214C, 5A x 4 xx 214C, 5A x 4, 66C - 4227 damage<br />
<br />
Corner only: 5A x 3, 5B, 5C, 66C x Shift, 5C x 236C - 4723 damage<br />
<br />
<br />
Level 3<br />
<br />
5B xx 214214D - 5837 damage<br />
5C xx 214214D -7015 damage<br />
<br />
Corner: 5A x 3, 5B - 5444 damage</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru/Introduction&diff=225827Waku Waku 7/Mauru/Introduction2022-07-28T07:09:42Z<p>Bee chan: /* Introduction */</p>
<hr />
<div>==Introduction==<br />
'''Mauru''' (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.<br />
<br />
Mauru is often refered as the worst character in the whole gane being the big damage gimmicky character of the game, with a pletora of decently good range buttons and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut him down his pressure at almost any ranges, Mauru needs to be at melee range but doesn't have the means to do so.<br />
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]<br />
{{ProConTable<br />
| pros =<br />
* ''' King of Damage ''': Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter but even without it Mauru damage is very good specially from a jump in where he can often take about 60% of the opponents life<br />
<br />
* ''' Take the throw?''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames Dead Frames], if you tech a throw in this game you will start a soft thrown animation which thanks to '''Dead frames''' Mauru can use to hit you in your vulnerable frame. In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a win win situation for Mauru not matter what you do.<br />
<br />
*'''EX DP''': Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction, thanks to this 27f of invul he can win most Jump in situations<br />
| cons = *'''Predictable approach''': Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can even play the game at all. His jumps ins aren't great and can be thrown on landing and so most of his normals have huge hurtboxes in order to punish him, even when he can kill you in a few interactions it doesn't matter if those interactions never occur specially in high level play.<br />
<br />
*'''Weak to Zoning''': Not only Mauru can be out range pretty easilly but he can't deal with zoning at all, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare every time you play against that character.<br />
<br />
*'''Meter dependant''': Mauru strongest and effectivest moves require meter which can be pretty difficult to aqquire when most characters can rush you down or zone you most of the match, even then just spamming 5C should help you build meter more easily everytime you have the opportunity to do so.<br />
<br />
*'''No winning Matchups''': Mauru is notable for not having a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything all the characters can do in order to even be able to play the game.<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru&diff=225707Waku Waku 7/Mauru2022-07-27T22:55:20Z<p>Bee chan: /* Notable Players */</p>
<hr />
<div>{{Infobox Character WW7<br />
|name=Mauru<br />
|image=WW7_Mauru.png<br />
|fdash= 105F to cross stage<br />
|bstep= 34 frames (1~34F: invincible)<br />
|prejump= 3 frames<br />
|jumpd=46 frames<br />
|landing=5 frames<br />
|jumpa=123<br />
|fjumpdt=119<br />
|bjumpdt= 118<br />
|fdashdt= <br />
|bstepdt=96<br />
|kdr= 25 frames<br />
|chain= Solo Heavy Series<br />
}} <br />
<br />
{{TOClimit|3}}<br />
<br />
== Move List ==<br />
<br />
<br />
===== <span class="invisible-header">5A</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_5A_sprite.png <br />
|caption= Hello fellow gentleman<br />
|name=5A<br />
|linkname=5A<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=14<br />
|Guard= Mid<br />
|Dizzy= 5<br />
|Cancel= y<br />
|Startup= 5<br />
|Active= 4<br />
|Recovery= 5<br />
|Adv. Hit= +8<br />
|Adv. Guard= +1<br />
|description= *tied with 2A and 8C for second fastest Mauru normal<br />
*+ on block<br />
*Can be used as an Anti air but is not recomend due to the short range and short vertical hitbox<br />
*Huge range for being a 5A<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_5B_sprite.png <br />
|caption= Boy if you don't-<br />
|name=5B<br />
|linkname=5B<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= Mid<br />
|Dizzy= 25<br />
|Cancel= n<br />
|Startup= 7<br />
|Active= 5<br />
|Recovery= 12<br />
|Adv. Hit= +8<br />
|Adv. Guard= -2<br />
|description= *Fast and decent AA<br />
*-2 on block so is decently safe<br />
*Can be used in combos<br />
*Less range than 5A<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5C</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_5C_sprite.png <br />
|caption= Big steppy<br />
|name=5C<br />
|linkname=5C<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=18<br />
|Guard= Mid<br />
|Dizzy= 10<br />
|Cancel= y<br />
|Startup= 4<br />
|Active= 2<br />
|Recovery= 6<br />
|Adv. Hit= +9<br />
|Adv. Guard= +1<br />
|description= *Main normal to cancel in specials.<br />
*Fastest Mauru Normal<br />
*Safe on block<br />
*best normal at close ranges<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">5D</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_5D_sprite.png <br />
|caption= <br />
|name=5D<br />
|linkname=5D<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=44<br />
|Guard= Mid<br />
|Dizzy= 25<br />
|Cancel= n<br />
|Startup= 7<br />
|Active= 6<br />
|Recovery= 24<br />
|Adv. Hit= KND<br />
|Adv. Guard= -15<br />
|description= *Easier combo finsher at most ranges when you don't have any meter. Moves like Arina J.D are likely to win against this move and other AA like 5B making it not a reliable AA in most MU.<br />
*Decent anti air<br />
*mostly used to set Oki or even catch someone mashing on wake up if they don't wake up with a rising attack<br />
*Really minus on block, this can be punished hard if you use it on any other situation<br />
*Decent horizontal and vertical range<br />
}}<br />
}}<br />
<br />
==== Crouching Normals ====<br />
===== <span class="invisible-header">2A</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_2A_sprite.png <br />
|caption= <br />
|name=2A<br />
|linkname=2A<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=13<br />
|Guard= Low<br />
|Dizzy= 5<br />
|Cancel= y<br />
|Startup= 5<br />
|Active= 2<br />
|Recovery= 6<br />
|Adv. Hit= +9<br />
|Adv. Guard= +1<br />
|description= *Good range <br />
*Good to pressure and catch buttons for being + on block<br />
*Hits low and is the fastest crouching normal<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_2B_sprite.png <br />
|caption= Dorime <br />
|name=2B<br />
|linkname=2B<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=33<br />
|Guard= Low<br />
|Dizzy= 0<br />
|Cancel= n<br />
|Startup= 15<br />
|Active= 4<br />
|Recovery= 20<br />
|Adv. Hit= KND<br />
|Adv. Guard= -9<br />
|description= <br />
*Best range for a crouching normal<br />
*Knockdown the opponent and do good damage<br />
*Slow and relatively minus on block so it can be punished on block.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2C</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_2C_sprite.png <br />
|caption= <br />
|name=2C<br />
|linkname=2C<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=17<br />
|Guard= Low<br />
|Dizzy= 5<br />
|Cancel= n<br />
|Startup= 6<br />
|Active= 4<br />
|Recovery= 7<br />
|Adv. Hit= KND<br />
|Adv. Guard= +1<br />
|description= *The shortest Mauru normal<br />
*Moves Mauru forward<br />
*Can eat most of Rai projectiles<br />
*Cause Knockdown but due to the short range is only used when you are extremely close for pressure and catch buttons<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">2D</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_2D_sprite.png <br />
|caption= You wanted to do 5D right?<br />
|name=2D<br />
|linkname=2D<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=40<br />
|Guard= Low<br />
|Dizzy= 10<br />
|Cancel= n<br />
|Startup= 9<br />
|Active= 16<br />
|Recovery= 17<br />
|Adv. Hit= KND<br />
|Adv. Guard= -18<br />
|description= *High profile lows in a lot of situations.<br />
*Same range as 2A but really unsafe on block<br />
}}<br />
}}<br />
<br />
==== Air Normals ====<br />
===== <span class="invisible-header">J.A</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JA_sprite.png <br />
|caption= <br />
|name=J.A<br />
|linkname=J.A<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=14<br />
|Guard= high<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 7<br />
|Active= Gnd<br />
|Recovery= -<br />
|Adv. Hit= -<br />
|Adv. Guard= -<br />
|description= *Decent jump in<br />
*better used when jumping from afar<br />
*Mauru Hurtbox extends from the Hitbox so it can be easily anti aired<br />
}}<br />
}}<br />
<br />
<br />
===== <span class="invisible-header">J.B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JB_sprite.png <br />
|caption= <br />
|name=J.B<br />
|linkname=J.B<br />
|input= 7/9 B<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= high<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 9<br />
|Active= 12<br />
|Recovery= GND<br />
|Adv. Hit= -<br />
|Adv. Guard= -<br />
|description= *Good Jump in<br />
*Decent hitbox and it can cross up, this is your main crossup tool, you are going to use this a lot in jump ins because of the good damage and combos on hit, you can link mauru doki after hit the opponent low to the ground with this move.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">J.C</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JC_sprite.png <br />
|caption= Better than 8C<br />
|name=J.C<br />
|linkname=J.C<br />
|input= 7/9 C<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=8~9<br />
|Guard= high<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 7<br />
|Active= -<br />
|Recovery= GND<br />
|Adv. Hit= -<br />
|Adv. Guard= -<br />
|description= <br />
*This move is completely active until it touches the ground<br />
*Normally used as a pressure air to ground button<br />
*Hits multiple times<br />
*1st hit of this attack will strike cross up on a cornered opponent, 2nd hit and beyond will hit same side<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">J.D</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JD_sprite.png <br />
|caption= <br />
|name=J.D<br />
|linkname=J.D<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=44<br />
|Guard= high<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 11<br />
|Active= 4<br />
|Recovery= GND<br />
|Adv. Hit= -<br />
|Adv. Guard= -<br />
|description= *Great Jump in<br />
*Decently fast <br />
*More used in close jump ranges and air to air<br />
}}<br />
}}<br />
<br />
=== Command Normals ===<br />
===== <span class="invisible-header">6.B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_6B_sprite.png <br />
|caption= <br />
|name=6B<br />
|linkname=6B<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=18+37<br />
|Guard= Mid<br />
|Dizzy=45<br />
|Cancel= -<br />
|Startup= 24<br />
|Active= 6<br />
|Recovery= 25<br />
|Adv. Hit= - WSL<br />
|Adv. Guard= -15<br />
|description= *Can be used as a preenctive anti air <br />
*Really unsafe on block<br />
*Air unblockable<br />
}}<br />
}}<br />
<br />
<br />
===== <span class="invisible-header">8.B</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_8B_sprite.png <br />
|caption= Why this is not an overhead<br />
|name=8B<br />
|linkname=8B<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= Mid<br />
|Dizzy=25<br />
|Cancel= n<br />
|Startup= 11<br />
|Active= 6<br />
|Recovery= GND<br />
|Adv. Hit= - -<br />
|Adv. Guard= - -<br />
|description= *Main neutral tools against characters like Slash or Tesse.<br />
*Can catch some Rissing attacks, it will lose to Dandy unless you space it perfectly.<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">8.C</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_JC_sprite.png <br />
|caption= I don't know why you would use this move<br />
|name=8C<br />
|linkname=8C<br />
|input=<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=18<br />
|Guard= High<br />
|Dizzy=5<br />
|Cancel= n<br />
|Startup= 5<br />
|Active= GND<br />
|Recovery= - -<br />
|Adv. Hit= - -<br />
|Adv. Guard= - -<br />
|description= *Completely active until it touches the grounds<br />
*It's one singular hit as opposed to 7/9C<br />
}}<br />
}}<br />
<br />
=== Universal Mechanics ===<br />
===== <span class="invisible-header">Throw</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_Throw_6B_sprite.png <br />
|caption= Po-i<br />
|name= Ground Throw<br />
|linkname= Ground Throw<br />
|input= 4/6B<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=52<br />
|Guard= Thw<br />
|Dizzy= 0<br />
|Cancel= -<br />
|Startup= 1<br />
|Active= 1<br />
|Recovery= -<br />
|Adv. Hit= KND<br />
|Adv. Guard= -<br />
|description= Mauru throw is considered broken thanks to the existence of '''Dead frames''' (see [https://srk.shib.live/w/Waku_Waku_7/System System]). The character being thrown will always be sent to the corner, when you soft a throw it will start a soft thrown animation that will have a frame of vulnerability where you're unable to block, this frame has a a different timing depending of the character animation.<br />
<br />
*Can be thrown softened within 20F<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Air Throw</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_Throw_6B_sprite.png <br />
|caption= Kuuchuu Po-i<br />
|name= Air Throw<br />
|linkname= Air Throw<br />
|input= J.4/6B<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=52<br />
|Guard= Thw<br />
|Dizzy= 0<br />
|Cancel= -<br />
|Startup= 1<br />
|Active= 1<br />
|Recovery= -<br />
|Adv. Hit= KND<br />
|Adv. Guard= -<br />
|description= *Mauru grabs the opponent and throws them at the contrary side he's looking on<br />
*Can be thrown softened within 18F<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Command Grab</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_Command_Grab_sprite.png <br />
|caption= Universal command grab<br />
|name= WakuWaku Nage<br />
|linkname= WakuWaku Nage<br />
|input= 63214D<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=66<br />
|Guard= Thw<br />
|Dizzy= 0<br />
|Cancel= -<br />
|Startup= 1<br />
|Active= 1<br />
|Recovery= -<br />
|Adv. Hit= KND<br />
|Adv. Guard= -<br />
|description= *Main mixing tool <br />
*Mauru grabs the opponent and slaps them in the face<br />
*Links into 5A and EX DP on Tesse in the corner<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Universal Overhead</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_PK_sprite.png <br />
|caption= Universal Overhead<br />
|name= Middle Attack<br />
|linkname= Tsukkomi Chop <br />
|input= A/B+C/D<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= High<br />
|Dizzy= 5<br />
|Cancel= -<br />
|Startup= 24<br />
|Active= 2<br />
|Recovery= 23<br />
|Adv. Hit= 0<br />
|Adv. Guard= -10<br />
|description= *Fairly reactable overhead<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Pursuit</span> =====<br />
{{MoveData<br />
|image= <br />
|caption= Universal Pursuit mechanic<br />
|name= Oshiri Do-n<br />
|linkname= Oshiri Do-n<br />
|input= When a opponent is down 8+any move<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=44<br />
|Guard= Mid<br />
|Dizzy= 0<br />
|Cancel= -<br />
|Startup= 50<br />
|Active= 3<br />
|Recovery= 40<br />
|Adv. Hit= KND<br />
|Adv. Guard= -38<br />
|description= *Universal Pursuit mechanich<br />
*In general is not very used due to long start up and that you can mash out of knockdown to get up quicker<br />
}}<br />
}}<br />
<br />
<br />
===== <span class="invisible-header">Rissing attack</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_5D_sprite.png<br />
|caption= Universal Reversal<br />
|name= Okiagari Gururi'n Kick<br />
|linkname= Okiagari Gururi'n Kick<br />
|input= When down, [8]<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= High<br />
|Dizzy= 20<br />
|Cancel= -<br />
|Startup= 15<br />
|Active= 6<br />
|Recovery= 24<br />
|Adv. Hit= KND<br />
|Adv. Guard= -15<br />
|description= *Universal reversal mechanic<br />
*Good to use when being down but can be punished if the opponent blocks it<br />
}}<br />
}}<br />
<br />
<br />
===== <span class="invisible-header">Super mode</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_Super_mode_sprite.png<br />
|caption= Totoro SSJ<br />
|name= Super Mode<br />
|linkname= <br />
|input= Any 3 buttons<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=37<br />
|Guard= Mid<br />
|Dizzy= 50<br />
|Cancel= -<br />
|Startup= 16<br />
|Active= 9<br />
|Recovery= 9<br />
|Adv. Hit= KND<br />
|Adv. Guard= -9<br />
|description= *Relatively safe option<br />
*Amazing neutral tool<br />
*Air Unblockable<br />
*1~24F: invincible.<br />
*Has a decent hitbox<br />
}}<br />
}}<br />
<br />
=== Special Moves ===<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_236A_B_sprite.png<br />
|image2=WW7_Mauru_236AB_sprite.png<br />
|caption=<br />
|caption2=<br />
|name=Guruguru Punch<br />
|linkname=236X<br />
|input=236A/B/AB<br />
|data=<br />
{{AttackData-WW7 <br />
|version=236A<br />
|Damage=59<br />
|Guard= Mid<br />
|Dizzy= 30<br />
|Cancel= -<br />
|Startup= 19<br />
|Active= 2 (2) 10<br />
|Recovery= 28<br />
|Adv. Hit= KND<br />
|Adv. Guard= -18<br />
|description= <br />
*Slow so can be guarded on reaction<br />
<br />
<br />
}}<br />
{{AttackData-WW7 <br />
|header=no<br />
|version=236B<br />
|Damage=66<br />
|Guard= Mid<br />
|Dizzy= 45<br />
|Cancel= -<br />
|Startup= 21<br />
|Active= 14<br />
|Recovery= 32<br />
|Adv. Hit= KND<br />
|Adv. Guard= -20<br />
|description= *Travels a bit further than A version but is worst in just all aspects<br />
}}<br />
{{AttackData-WW7<br />
|header=no<br />
|version=236AB<br />
|subtitle=ES: "Guruguru Punch"<br />
|Damage=106<br />
|Guard= Mid<br />
|Dizzy= 40<br />
|Cancel= -<br />
|Startup= 2<br />
|Active= 15<br />
|Recovery= 33<br />
|Adv. Hit= WSL<br />
|Adv. Guard= -21<br />
|description= *Really useful for big damage on combos<br />
*Can be used to chip your opponent when they're at low health<br />
*The fastest of all three but the most unsafe on block<br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_DokiDoki_sprite.png<br />
|image2=WW7_Mauru_DP_sprite.png<br />
|caption=<br />
|caption2=<br />
|name=Bunbun Copter<br />
|linkname=623X<br />
|input=623A/B/AB<br />
|data=<br />
{{AttackData-WW7 <br />
|version=623A<br />
|Damage=29+30<br />
|Guard= Mid<br />
|Dizzy= 20<br />
|Cancel= -<br />
|Startup= 6<br />
|Active= 3 (3) 1<br />
|Recovery= 36<br />
|Adv. Hit= KND<br />
|Adv. Guard= -24<br />
|description= *5F invincible<br />
*Main meterless Combo tool<br />
<br />
<br />
}}<br />
{{AttackData-WW7 <br />
|header=no<br />
|version=623B<br />
|Damage=22<br />
|Guard= Mid<br />
|Dizzy= 30<br />
|Cancel= -<br />
|Startup= 8<br />
|Active= 3(3)3(3)3<br />
|Recovery= 49<br />
|Adv. Hit= KND<br />
|Adv. Guard= -49<br />
|description= *7 invincibility frames<br />
*Gets higher but is more minus <br />
}}<br />
{{AttackData-WW7<br />
|header=no<br />
|version=623AB<br />
|subtitle=ES: "Bunbun Copter"<br />
|Damage=100<br />
|Guard= Mid<br />
|Dizzy= 45<br />
|Cancel= -<br />
|Startup= 6‼0<br />
|Active= -<br />
|Recovery= 74<br />
|Adv. Hit= KND<br />
|Adv. Guard= -76<br />
|description= Mauru's best AA and the best DP in the entire game, you want to react with this against jump ins, because of the invincibility since frame one that last for 23F you are able to punish most Jump ins for good damage<br />
*Hits on 18/20F of super flash<br />
*1~23F: invincible.<br />
*With whiff on crouching opponents <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">214X</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_214C_D_sprite.png<br />
|caption=Welcome to -58 city, population you<br />
|name=Body Press<br />
|linkname=214X<br />
|input=214C/D/CD<br />
|data=<br />
{{AttackData-WW7 <br />
|version=214C<br />
|Damage=59<br />
|Guard= High<br />
|Dizzy= 50<br />
|Cancel= -<br />
|Startup= 17<br />
|Active= 5<br />
|Recovery= 59<br />
|Adv. Hit= KND<br />
|Adv. Guard= -49<br />
|description= *Air unblockable<br />
*Amazing damage for an Overhead<br />
*Can be used as a Anti Air<br />
}}<br />
{{AttackData-WW7 <br />
|header=no<br />
|version=214D<br />
|Damage=66<br />
|Guard= High<br />
|Dizzy= 50<br />
|Cancel= -<br />
|Startup= 17<br />
|Active= 5<br />
|Recovery= 67<br />
|Adv. Hit= KND<br />
|Adv. Guard= -57<br />
|description= *Air unblockable<br />
This move is just the C version but being a bit more minus, you're going to be catch even using the C version so is better to just use this button instead<br />
}}<br />
{{AttackData-WW7<br />
|header=no<br />
|version=214CD<br />
|subtitle=ES: "Body Press"<br />
|Damage=104<br />
|Guard= High<br />
|Dizzy= 35<br />
|Cancel= -<br />
|Startup= 5‼4<br />
|Active= 7 (12) 8<br />
|Recovery= 71<br />
|Adv. Hit= KND<br />
|Adv. Guard= -58<br />
|description= this Move is a bit worse if blocked than the D version but hits double, mostly used in combos and you can chipp kill someone with it. An Actual useful move<br />
*Air Unblockable<br />
<br />
}}<br />
}}<br />
<br />
=== Air Special Moves ===<br />
===== <span class="invisible-header">623X</span> =====<br />
{{MoveData<br />
|image=WW7_Mauru_DokiDoki_sprite.png<br />
|image2=WW7_Mauru_DP_sprite.png<br />
|caption=<br />
|caption2=<br />
|name=Kuuchuu Bunbun Copter<br />
|linkname=623X<br />
|input=J.623A/B/AB<br />
|data=<br />
{{AttackData-WW7 <br />
|version=J.623A<br />
|Damage=29+30<br />
|Guard= Mid<br />
|Dizzy= 20<br />
|Cancel= -<br />
|Startup= 6<br />
|Active= 3 (3) 1<br />
|Recovery= 36<br />
|Adv. Hit= GND<br />
|Adv. Guard= -24<br />
|description= *5F invincible<br />
<br />
<br />
}}<br />
{{AttackData-WW7 <br />
|header=no<br />
|version=J.623B<br />
|Damage=22<br />
|Guard= Mid<br />
|Dizzy= 30<br />
|Cancel= -<br />
|Startup= 8<br />
|Active= 3(3)3(3)3<br />
|Recovery= 49<br />
|Adv. Hit= GND<br />
|Adv. Guard= -49<br />
|description= *7 invencibility frames<br />
*Gets higher but is more minus <br />
}}<br />
{{AttackData-WW7<br />
|header=no<br />
|version=J.623AB<br />
|subtitle=ES: "Kuchuun Bunbun Copter"<br />
|Damage=100<br />
|Guard= Mid<br />
|Dizzy= 45<br />
|Cancel= -<br />
|Startup= 6‼0<br />
|Active= -<br />
|Recovery= 74<br />
|Adv. Hit= KND<br />
|Adv. Guard= -76<br />
|description= *Hits on 18/20F of super flash<br />
*1~23F: invincible.<br />
}}<br />
}}<br />
<br />
=== DokiDoki ===<br />
===== <span class="invisible-header">DokiDoki</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_DokiDoki_sprite.png<br />
|caption= Yeah,they used all the same animations for this attacks<br />
|name= Bunbun Typhoon<br />
|linkname= <br />
|input= 360+AB<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=14~15<br />
|Guard= Mid<br />
|Dizzy= 5<br />
|Cancel= -<br />
|Startup= 8‼0<br />
|Active= -<br />
|Recovery= 23<br />
|Adv. Hit= KND<br />
|Adv. Guard= -23<br />
|description= *You can move Mauru by imputting 4/6<br />
*Hits on 42/46F of superflash.<br />
* AIR UNBLOCKABLE.<br />
* 1~49F: invincible<br />
*Best Reversal on Wake up, it will win to basically anything when you master this move.<br />
}}<br />
}}<br />
<br />
=== HaraHara ===<br />
===== <span class="invisible-header">HaraHara</span> =====<br />
{{MoveData<br />
|image= WW7_Mauru_HaraHara_sprite.png<br />
|caption= <br />
|name= Miracle Voice<br />
|linkname= <br />
|input= 22+AB/CD<br />
|data=<br />
{{AttackData-WW7<br />
|Damage=190<br />
|Guard= -<br />
|Dizzy= 5<br />
|Cancel= -<br />
|Startup= 103<br />
|Active= -<br />
|Recovery= 64<br />
|Adv. Hit= KND<br />
|Adv. Guard= -<br />
|description= *Unblockable<br />
*Projectile<br />
*The best non boss HaraHara move<br />
*Second fastest harahara move<br />
*Great tool as oki<br />
}}<br />
}}<br />
<br />
=== Palette options ===<br />
{{ColorGallery | filePrefix=WW7_Mauru_Color_| colors=<br />
{{ColorGallery/Color|1| text=Color 1 }}<br />
{{ColorGallery/Color|2| text=Color 2 }}<br />
{{ColorGallery/Color|3| text=Color 3 }}<br />
{{ColorGallery/Color|4| text=Color 4 }}<br />
{{ColorGallery/Color|5| text=Color 5 }}<br />
}}<br />
<br />
== Notable Players ==<br />
{| class="wikitable" style="width:100%"<br />
!width="91"|Name <br />
!width="85"|Color<br />
!width="125"|Location<br />
! Contact<br />
! Status<br />
! Notes<br />
! Example Play<br />
|-<br />
| Bee Chan<br />
|style="text-align:center;"| [[File:WW7_Mauru_Color_4.png|Bee|100px]]<br />
| '''Colombia''' <br />
| [https://twitter.com/Bee_Sempai Twitter]<br />
|'''Retired''' <br />
| Mostly considered one of the strongest Mauru player. known for her work in making the wiki, the Bi weekly series with UltraYoshi. Currently Doesn't play anymore.<br />
| [https://youtu.be/rME1jXZOiVs?t=2346 Link]<br />
|-<br />
| Hurumi<br />
|style="text-align:center;"| [[File:WW7_Mauru_Color_1.png|Hurumi|100px]]<br />
| '''U.S''' <br />
| None<br />
|'''active''' <br />
| Really good Mauru player. She has been playing for a long time and has found moderated success in some of the tournament she has entered.<br />
| [https://www.youtube.com/watch?v=aFtWiCViJ1M Link]<br />
|}<br />
[[Category: Waku Waku 7]]<br />
{{Waku Waku 7}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru/Introduction&diff=225681Waku Waku 7/Mauru/Introduction2022-07-27T21:10:41Z<p>Bee chan: /* Introduction */</p>
<hr />
<div>==Introduction==<br />
'''Mauru''' (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.<br />
<br />
Mauru is often refered as the worst character in the whole gane being the big damage gimmicky character of the game, with a pletora of decently good range buttons and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut him down his pressure at almost any ranges, Mauru needs to be at melee range but doesn't have the means to do so.<br />
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]<br />
{{ProConTable<br />
| pros =<br />
* ''' King of Damage ''': Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter but even without it Mauru damage is very good specially from a jump in where he can often take about 60% of the opponents life<br />
<br />
* ''' Don't Tech''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames Dead Frames], if you tech a throw in this game you will start a soft thrown animation which thanks to '''Dead frames''' Mauru can use to hit you in your vulnerable frame.<br />
<br />
*'''Actually you should Tech''': In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a win win situation for Mauru not matter what you do.<br />
<br />
*'''EX DP''': Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction, thanks to this 27f of invul he can win most Jump in situations<br />
| cons = *'''Predictable approach''': Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can even play the game at all. His jumps ins aren't great and can be thrown on landing and so most of his normals have huge hurtboxes in order to punish him, even when he can kill you in a few interactions it doesn't matter if those interactions never occur specially in high level play.<br />
<br />
*'''Weak to Zoning''': Not only Mauru can be out range pretty easilly but he can't deal with zoning at all, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare every time you play against that character.<br />
<br />
*'''Meter dependant''': Mauru strongest and effectivest moves require meter which can be pretty difficult to aqquire when most characters can rush you down or zone you most of the match, even then just spamming 5C should help you build meter more easily everytime you have the opportunity to do so.<br />
<br />
*'''No winning Matchups''': Mauru is notable for not having a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything all the characters can do in order to even be able to play the game.<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=Waku_Waku_7/Mauru/Introduction&diff=225680Waku Waku 7/Mauru/Introduction2022-07-27T21:01:05Z<p>Bee chan: /* Introduction */</p>
<hr />
<div>==Introduction==<br />
'''Mauru''' (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.<br />
<br />
Mauru is often refered as the worst character in the whole gane being the big damage gimmicky character of the game, with a pletora of decently good range buttons and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut him down his pressure at almost any ranges, Mauru needs to be at melee range but doesn't have the means to do so.<br />
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]<br />
{{ProConTable<br />
| pros =<br />
* ''' King of Damage ''': Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter but even without it Mauru damage is very good specially from a jump in where he can often take about 60% of the opponents life<br />
<br />
* ''' Don't Tech''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames Dead Frames], if you tech a throw in this game you will start a soft thrown animation which thanks to '''Dead frames''' Mauru can use to hit you in your vulnerable frame.<br />
<br />
*'''Actually you should Tech''': In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a win win situation for Mauru not matter what you do.<br />
<br />
*'''EX DP''': Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction, thanks to this 27f of invul he can win most Jump in situations<br />
| cons = *'''Predictable approach''': Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can even play the game at all. His jumps ins aren't great and can be thrown on landing and so most of his normals have huge hurtboxes in order to punish him, even when he can kill you in a few interactions it doesn't matter if those interactions never occur specially in high level play.<br />
<br />
*'''Weak to Zoning''': Not only Mauru can be out range pretty easilly but he can't deal with zoning at all, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare every time you play against that character.<br />
<br />
*'''Meter dependant''': Mauru strongest and effectivest moves require meter which can be pretty difficult to aqquire when most characters can rush you down or zone you most of the match, even then just spamming 5C should help you build meter more easily everytime you have the opportunity to do so.<br />
<br />
*'''No winning Matchups''': Mauru is notable to not have a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything all the characters can do in order to even be able to play the game.<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Captain_Falcon&diff=225546SSBM/Captain Falcon2022-07-27T04:37:49Z<p>Bee chan: </p>
<hr />
<div>{{Infobox Character SSBM<br />
|name=Captain%20Falcon<br />
|discord=AZtHzRj<br />
|vods=https://vods.co/Melee/character/Captain%20Falcon<br />
|cookbook=https://melee.cookbook.gg/Captain%20Falcon<br />
|image=SSBM_CAPTAINFALCON.png<br />
|weight=104 [[Super Smash Bros. Melee/Attributes#Weight|(6th)]]<br />
|fallspeed=2.9/Fast 3.5 [[Super Smash Bros. Melee/Attributes#Fall Speed|(2nd)]]<br />
|gravity=0.13 [[Super Smash Bros. Melee/Attributes#Gravity|(3rd)]]<br />
|jumpsquat=4f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(8th)]]<br />
|walkspeed=0.85 [[Super Smash Bros. Melee/Attributes#Walk Speed|(19th)]]<br />
|idashspeed=2 [[Super Smash Bros. Melee/Attributes#Initial Dash|(1st)]]<br />
|idashlength=15f [[Super Smash Bros. Melee/Attributes#Initial Dash|(2nd)]]<br />
|runspeed=2.3 [[Super Smash Bros. Melee/Attributes#Run Speed|(1st)]]<br />
|traction=0.08 [[Super Smash Bros. Melee/Attributes#Weight|(7th)]]<br />
|jumpheight=Full 38.52/Short 14.85/Air 28.56 [[Super Smash Bros. Melee/Attributes#Jump Height|(3rd/8th/10th)]]<br />
|airspeed=1.12 [[Super Smash Bros. Melee/Attributes#Air Speed|(4th)]]<br />
|airaccel=0.06 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(5th)]]<br />
}}<br />
<br />
== Ground Moves ==<br />
===== <span class="invisible-header">Jab</span> =====<br />
{{MoveData<br />
|name=Jab<br />
|input=Jab (5AAA)<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|version=Jab 1<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description=Falcon's main rebuttal to opponent's attempting to abuse his lack of quick moves, his jab is heavily used by Falcon's despite its flaws. </br> <br />
Jab1 grab can be mashed out of, but is a powerful check on an opponent as it's quite fast and difficult to react to. </br><br />
Jab 1 useful as a jab reset, can generally be escaped but but is still useful <br />
<!--> Jab1 - grab mention <--><br />
<!--> Explain gentleman, aaa hold on the third one, if you miss a jab you can either time the inputs precisely or walk between jab1-2 or 2-3, learning to avoid accidental rapid jabs is tricky at first but a key skill for a Falcon player <--><br />
}}<br />
{{AttackData-SSBM<br />
|version=Jab 2<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= }}<br />
{{AttackData-SSBM<br />
|version=Jab 3<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description=Gentleman </br><br />
<br />
"Press A three times and clench"<br />
}}<br />
{{AttackData-SSBM<br />
|version=Jab 2<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= }}<br />
{{AttackData-SSBM<br />
|version=Rapid Jab<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description=Don't use this on purpose<br />
}}<br />
}}<br />
===== <span class="invisible-header">Dash Attack</span> =====<br />
{{MoveData<br />
|name=Turbo Shoulder<br />
|input=d.A<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description=A fairly weak move with niche use cases at best. It is the fastest hitbox out of dash of any of Falcon's moves which can make it useful in very niche spots. For that reason dash attack can also serve as a tech trap. It additionally covers Falcon/Ganon's 8B "sweetspot". If performed early enough, it'll be a weak hit, impossible to wall tech until a much higher %. <br />
}}<br />
}}<br />
===== <span class="invisible-header">fTilt</span> =====<br />
{{MoveData<br />
|name=Round Kick<br />
|input=fTilt (t.6A)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">uTilt</span> =====<br />
{{MoveData<br />
|name=Wheel Kick<br />
|input=uTilt (t.8A)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">dTilt</span> =====<br />
{{MoveData<br />
|name=Crouching Kick<br />
|input=dTilt (t.2A)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">fSmash</span> =====<br />
{{MoveData<br />
|name=Overheat Elbow<br />
|input=fSmash (s.6A)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">uSmash</span> =====<br />
{{MoveData<br />
|name=Pinwheel Kick<br />
|input=uSmash (s.8A)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">dSmash</span> =====<br />
{{MoveData<br />
|name=Pendulum Kick<br />
|input=dSmash (s.2A)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
== Aerial Moves ==<br />
===== <span class="invisible-header">nAir</span> =====<br />
{{MoveData<br />
|name=Rotary Kick<br />
|input=nAir (j.5A)<br />
|subtitle='''Two kicks. Two. Kicks.'''<br />
|image=SSBM_Captain Falcon_nAir1.png<br />
|caption= Hit 1<br />
|hitbox=SSBM_Captain Falcon_nAir_Hitbox1.png<br />
|hitboxCaption= Hit 1<br />
|image2=SSBM_Captain Falcon_nAir2.png<br />
|caption2= Hit 2<br />
|hitbox2=SSBM_Captain Falcon_nAir_Hitbox2.png<br />
|hitboxCaption2= Hit 2<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=7<br />
|active=Hit1: 6/Hit2: 10<br />
|recovery=16<br />
|iasa=44<br />
|onshield=-2<br />
|landlag=7<br />
|autocancel=<3 34><br />
|damage=Hit1: 6, 5, 6 / Hit2: 7<br />
|bkb=Hit1: 40 / Hit2: 40<br />
|kbg=Hit1: 0 / Hit2: 100<br />
|angle=Hit1: 82, 78, 74 / Hit 2: 361<br />
|effect=Normal<br />
|description=Falcon's god button. It is a swiss army knife of a move and helps form the foundation of his neutral and combo game. Generally, a character's ability to make Falcon hesitate when using this move is what makes them win or lose the match up and is a defining interaction for the characters. This is a solid, go-to option in neutral in many matchups as it's often low risk, medium reward.<br />
<br />
* Unpunishable on block when performed correctly at -2, being particularly safe when spaced<br />
* Relatively quick start up and long active frames make it a great choice to throw out as a safe wall<br />
* Can combo into grab at low % and knee at higher %<br />
* Be wary of crouch cancelling, generally safe against CC but it can catch you unawares<br />
* Generally want the 2nd hit to hit as low to the ground as possible to maximize combo potential and safety<br />
* First hit is vulnerable to being traded with, but the low recovery means it's challenging to whiff punish. Requires a read to cleanly beat <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">fAir</span> =====<br />
{{MoveData<br />
|name=Knee Smash<br />
|input=fAir (j.6A)<br />
|subtitle='''What's fAir? It's the Knee'''<br />
|image=SSBM_Captain Falcon_fAir.png<br />
|hitbox=SSBM_Captain Falcon_fAir_Hitbox.png<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=14<br />
|active=17<br />
|recovery=9<br />
|iasa=36<br />
|onshield=+1<br />
|landlag=9<br />
|autocancel=<6 >35<br />
|damage=Clean: 18 / Late: 6<br />
|bkb=Clean: 24 / Late: 35<br />
|kbg=100/80<br />
|angle=32/361<br />
|effect=Electric (Clean), Normal (Late)<br />
|description=One of the best moves in the entire game, this is Falcon's defining move as a character. A combo starter that combos into itself to death while still being a devastating combo ender, being plus on block, and massive active frames to be used for edge guarding. This move is a problem for Falcon's opponents and is only limited by its start up and limited active frames of its strongest hitbox<br />
<br />
* Only the first 3 frames, or 1/20th of a second, are strong. After that it's a "weak knee" <br />
* Weak knee allows for combo extensions into strong knee, uAir, or edgeguards in situations strong knee does not, meaning that it's often better than a strong knee<br />
* A low strong knee on block into standing grab will beat a shield grab, as it's +1 on block, creating a favorable EV situation in matchups where the opponent doesn't have a good answer<br />
}}<br />
}}<br />
==== <span class="invisible-header">bAir</span> ====<br />
{{MoveData<br />
|name=Reverse Knuckle<br />
|input=bAir (j.4A)<br />
|subtitle='''Cool guys don't look at explosions'''<br />
|image=SSBM_Captain Falcon_bAir.png<br />
|hitbox=SSBM_Captain Falcon_bAir_Hitbox.png<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=10<br />
|active=8<br />
|recovery=23<br />
|iasa=29<br />
|onshield=-1<br />
|landlag=9<br />
|autocancel=<6 >21<br />
|damage=Clean: 14/ Late: 8<br />
|bkb=Clean: 20, 0, 0 / Late: 20, 0, 0<br />
|kbg=100/100<br />
|angle=361/361<br />
|effect=Normal<br />
|description=Falcon's back air has rather slow startup but is otherwise an oppressive move that is extremely hard to deal with once the opponent is past knockdown %. Its massive range means that very few characters can directly challenge the move if it is not preemptively challenged.<br />
<br />
* Falcon's hand has a tipper property, meaning the end of the bAir hits harder than hitting it closer to Falcon's armpit, effecting combos<br />
* Low to the ground bAirs can be safely spaced once the opponent is at high % and confirmed into fAir if they are not willing to preemptively attack<br />
* Instant short hop bAir can be auto cancelled if the fast fall input is slightly delayed, and double jumped out of before landing with no fast fall, adding layers to the landing mix up<br />
* bAir can often be used interchangeably with nAir as a spacing tool. It has advantages of gaining empty land mixups and being safer on cc, but has the drawback of needing to be facing away from your opponent <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">uAir</span> =====<br />
{{MoveData<br />
|name=Overhead Kick<br />
|input=uAir (j.8A)<br />
|subtitle='''It's not my fault you jumped'''<br />
|image=SSBM_Captain Falcon_uAir1.png<br />
|caption= Clean Hit<br />
|hitbox=SSBM_Captain Falcon_uAir_Hitbox1.png<br />
|hitboxCaption= Clean Hit<br />
|image2=SSBM_Captain Falcon_uAir2.png<br />
|caption2= Mid Hit<br />
|hitbox2=SSBM_Captain Falcon_uAir_Hitbox2.png<br />
|hitboxCaption2= Mid Hit<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=6<br />
|active=8<br />
|recovery=21<br />
|iasa=30<br />
|onshield=+0<br />
|landlag=7<br />
|autocancel=>22<br />
|damage=Clean: 13, 12/Mid: 12, 10<br />
|bkb=Clean: 10, 10 /Mid: 8, 8<br />
|kbg=Clean: 100, 100/Mid: 80, 80<br />
|angle=361/361<br />
|effect=Normal<br />
|description=The size of this move along with Falcon's impressive dash jump means that situations that are challenging to deal with for other characters, such as a character being above and in front of you, are trivial to deal with for Falcon. This combined with it often being a guaranteed follow up after a throw in many situations, and being among the best combo extensions in the game, make it the move you are likely to use most often in Falcon combos as well as vs opponents who are a bit too jump happy.<br />
<br />
<br />
* If fAir won't kill or combo into itself, uAir -> fAir is often a 50/50, with an outright fAir killing in practice<br />
* If anyone is above you, this is usually a good response<br />
* Falcon's bread and butter tool to extend juggles<br />
* Up air is one of falcons only fast options out of shield (frame 10), However it remains situational due to the fact that it often goes over character’s hurtboxes. In situations where this isn’t the case however, such as sheik’s ftilt, or fox and falco’s up tilt, it is very useful (although notably difficult for the latter)<br />
*falling up air is surprisingly useful. While it may not have the range of nAir and bAir, its safety on block (being +0), along with its low end lag and ability to be mixed up with empty lands makes it a versatile neutral tool when done after a short hop, full hop, or instant double jump<br />
* up air is also falcons go to aerial out of a shield drop, due to its speed and range <br />
}}<br />
}}<br />
===== <span class="invisible-header">dAir</span> =====<br />
{{MoveData<br />
|name=Step On It<br />
|input=dAir (j.2A) <br />
|subtitle='''The Stomp'''<br />
|image=SSBM_Captain Falcon_dAir.png<br />
|hitbox=SSBM_Captain Falcon_dAir_Hitbox.png<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=16<br />
|active=5<br />
|recovery=25<br />
|iasa=38<br />
|onshield=-3<br />
|landlag=12<br />
|autocancel=<3 >36<br />
|damage=16, 16, 16<br />
|bkb=40, 40, 40<br />
|kbg=100, 100, 100<br />
|angle=270,270, 290<br />
|effect=Normal<br />
|description=An infamously ignorant move. Getting hit by this move, even at 0%, can lead into touch of death combos in as little as 1-2 combo resets or mix ups for much of the cast. As one of the strongest meteor smashes in the game, this is truly Doug's party starter <br />
<br />
* Falcon's best combo starter<br />
* Can extend legs through platforms if used on top of them, which will hit people beneath them<br />
* Combining this with edge cancelling to remove the recovery time makes it amazing on platforms<br />
* The upper most hitbox is a true spike commonly referred to as "the Nipple Spike" due to its location around Doug's pecs<br />
* High reward anti approach or approaching option, however it has high recovery if not edge cancelled which makes it risky to whiff. High risk, high reward<br />
* Falcons legs get tucked in during the startup of the move, which lets him avoid approaching aerials that haven’t been overshot such as fox/falco nair, this links into the prior point about it being a good anti approach option<br />
<br />
<br />
While Falcon can fall into his opponents with an attack much more successfully than most characters due to the size of this move, remember to avoid getting too predictable with it!<br />
}}<br />
}}<br />
== Special Moves ==<br />
===== <span class="invisible-header">Falcon Punch</span> =====<br />
{{MoveData<br />
|name=Falcon Punch<br />
|input=nB (5B) (Air OK)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description=Falcon's most famous move and also likely his least useful. It is nevertheless not entirely without use. <br />
<br />
When an opponent is in a substantial amount of recovery, such as after breaking their shield or after Puff uses rest, Falcon punch is often a good option.<br />
<br />
It can also be used as an edgeguard vs opponents with linear recoveries such as Captain Falcon or Ganon when forced to use their up-b/8b, but ultimately its high recovery makes it niche at best.<br />
<br />
While you can find other niche usages, such as Falcon punch being able to cover the entirety of a side platform in specific spots as a tech chase, or rolling to the ledge and FH up angled falcon punching a recovering Sheik, in general this is likely Falcon's least commonly used move. And yes, it can be angled!<br />
}}<br />
}}<br />
===== <span class="invisible-header">Raptor Boost</span> =====<br />
{{MoveData<br />
|name=Raptor Boost<br />
|input=sideB (4/6B) (Air OK)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">Falcon Dive</span> =====<br />
{{MoveData<br />
|name=Falcon Dive<br />
|input=upB (8B) (Air OK)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= "If only it turned them around before throwing them, now that'd be a recovery"<br />
<br />
This is Falcon's primary recovery tool when double jump won't get you far enough. While not a great recovery, it has quite a high skill cap and room for creativity. Using it well is often the difference between dying at 80% or living to 160% and mastery of it is a major difference maker between good and great Falcons.<br />
<br />
* Falcon Dive also doubles as a command grab, however it is unsafe on hit at low % or when opponent can wall tech offstage<br />
* Doug cannot drift before the apex of the move, so when using it make sure to make it hard to hit you before that point in order to enable drift mix ups<br />
* Can fast fall through platforms to make punishing landing more difficult<br />
* Can edge cancel the move to remove all landing recovery<br />
* Being able to wall or ledge tech when recovering from below is vital <br />
* Can't be sweetspotted from below, Falcon always flips his entire body above ledge even at its lowest<br />
<br />
}}<br />
}}<br />
===== <span class="invisible-header">Sand Slam</span> =====<br />
{{MoveData<br />
|name=Falcon Kick<br />
|input=downB (2B) (Air OK)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description=Falcon's down-b, or 2b, is a relatively niche move besides on recovery. When hit high and far enough offstage, DJ falcon kick will give Douglas his DJ back, allowing for more recovery mix ups than would otherwise be possible. Just be careful not to use it too close to stage as the recovery can be easily punished!<br />
<br />
<br />
* Can be used to escape the corner as it has a potent reverse hitbox, but is often very telegraphed and has high recovery which limits this to being more niche<br />
* Aerial Falcon Kick can escape juggles when without a DJ as it stops falling for a moment on activation. This can also commonly shield poke<br />
<br />
}}<br />
}}<br />
<br />
== Grabs & Throws ==<br />
Put a character's grab, zair, and throws here.<br />
===== <span class="invisible-header">Grab</span> =====<br />
{{MoveData<br />
|name=Grab<br />
|input=Grab (Z)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
<br />
===== <span class="invisible-header">Dash Grab</span> =====<br />
{{MoveData<br />
|name=Dash Grab<br />
|input=d.Grab (d.Z)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">Pummel</span> =====<br />
{{MoveData<br />
|name=Pummel<br />
|input=g.A<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">fThrow</span> =====<br />
{{MoveData<br />
|name=Body Blow<br />
|input=fThrow (g.6)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">bThrow</span> =====<br />
{{MoveData<br />
|name=Kick Back<br />
|input=bThrow (g.4)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">uThrow</span> =====<br />
{{MoveData<br />
|name=Rising Palm<br />
|input=uThrow (g.8)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
===== <span class="invisible-header">dThrow</span> =====<br />
{{MoveData<br />
|name=Throw Down<br />
|input=dThrow (g.2)<br />
|subtitle=<br />
|image=<br />
|data=<br />
{{AttackData-SSBM<br />
|factive=0<br />
|active=0<br />
|recovery=0<br />
|iasa=0<br />
|onshield=0<br />
|landlag=0<br />
|autocancel=<0 0><br />
|damage=Clean: 0 / Late: 0<br />
|bkb=Clean: 0 / Late: 0<br />
|kbg=0<br />
|angle=0<br />
|effect=Normal<br />
|description= <br />
}}<br />
}}<br />
== Universal Mechanics ==<br />
<br />
<br />
{{Navbox SSBM}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=File:Rest.gif&diff=225060File:Rest.gif2022-07-26T04:41:27Z<p>Bee chan: Bee chan moved page File:Rest.gif to File:SSBM Jigglypuff Rest.gif</p>
<hr />
<div>#REDIRECT [[File:SSBM Jigglypuff Rest.gif]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=File:SSBM_Jigglypuff_Rest.gif&diff=225059File:SSBM Jigglypuff Rest.gif2022-07-26T04:41:27Z<p>Bee chan: Bee chan moved page File:Rest.gif to File:SSBM Jigglypuff Rest.gif</p>
<hr />
<div>Up Throw→Rest</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=File:Jab1.gif&diff=225058File:Jab1.gif2022-07-26T04:40:49Z<p>Bee chan: Bee chan moved page File:Jab1.gif to File:SSBM Jigglypuff Jab1.gif</p>
<hr />
<div>#REDIRECT [[File:SSBM Jigglypuff Jab1.gif]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=File:SSBM_Jigglypuff_Jab1.gif&diff=225057File:SSBM Jigglypuff Jab1.gif2022-07-26T04:40:49Z<p>Bee chan: Bee chan moved page File:Jab1.gif to File:SSBM Jigglypuff Jab1.gif</p>
<hr />
<div>Jab1</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Marth/Strategy&diff=224855SSBM/Marth/Strategy2022-07-25T22:40:58Z<p>Bee chan: Added subnav</p>
<hr />
<div>{{Character Subnav SSBM |name=Marth |vods=https://vods.co/melee/character/Marth<br />
|cookbook=https://melee.cookbook.gg/Marth |sub=1}}<br />
<br />
== Strategy ==<br />
Marth has highly variable neutral plans and punish trees per matchup and as a result a general strategy page is of limited use compared to more matchup-specific resources. Despite this, Marth has several options that are almost universally extremely strong.<br />
=== Dashdance and Dashback === <br />
[[File:SSBM_Marth_Dash_Back.png|thumb|right|Note that Marth's purple lower legs are invulnerable to grabs, making this even stupider than it looks]]<br />
Marth's dashdance is arguably the best in the game, with high speed and an animation where he adopts a very low position to the floor that allows him to dodge many attacks and grabs effortlessly. Every matchup in the game largely revolves around Marth abusing his excellent dashdance and stupid dash animation to safely threaten space and safely throw out moves.<br />
[[File:SSBM Marth Powershields.png|thumb|right|Marth's extremely disjointed dash (L) and crouch (R) powershields]]<br />
=== Powershield ===<br />
Marth's silly dash animation also has the advantage of having an extremely disjointed shield that allows for trivial powershields. Marth's crouch also shares this disjointed shield. This is particularly useful against characters who rely heavily on projectiles like Falco.<br />
=== Efficiency ===<br />
Marth players ''must'' be efficient in their punish game. Dropping edgeguards and combos, or even just comboing without finding ways to convert into a kill move or edgeguard scenario will result not only in wasted openings, but will make Marth's job significantly harder. This is because most of Marth's moves are counterintuitively significantly less rewarding when the opponent is at high %, resulting in the bane of low-level Marth mains: Marthritis. Thankfully, Marth has an excellent set of tools for consistently making the most of his punish opportunities.<br />
=== Kill Moves ===<br />
When aiming to kill outright with Marth, you are hoping to combo into one of three moves: fSmash, dAir, and upB. How you combo into these and which ones you will likely combo into is highly variable on matchup, though a weak fair can generally combo into any of them, depending on di of course. <br />
=== Edgeguards ===<br />
Marth has excellent offstage game and tools to cover ledge and can thus very effectively and consistently close out stocks once his opponent is offstage, particularly if they are without their jump. Runoff fAir, dTilt at ledge, and strong upB are three particularly strong options but, like almost everything with Marth, your plan of action will be highly variable with matchups.<br />
<br />
=== Grab ===<br />
Marth's grab has huge range and his excellent grounded movement allows him to get grabs with unmatched effectiveness. On top of this, his throws are extremely rewarding, with dThrow and fThrow forming the basis of many DI mixups and setting up techchases, and uThrow putting the opponent in a terrible position or starting a combo outright.<br />
=== Crouch Cancel/ASDI Down ===<br />
Marth is a prime abuser of crouch cancel and ASDI down due to his aforementioned excellent grab game. ASDI down can also be done while dTilting to make a safe poke even safer. However you must be wary of characters with rewarding multihit moves such as Fox's dAir, and meteor smashes and spikes such as Captain Falcon and Falco's dAirs respectively. <br />
<br />
Of course Marth's ridiculous dash also comes into play, allowing for callouts with dash forward after ASDI down when grab won't quite reach, or resets to neutral with dash back out of ASDI down when direct callouts may be too risky.<br />
<br />
{{Smash Melee}}<br />
<br />
<br />
<br />
[[Category: Super Smash Bros. Melee]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Roy&diff=224583SSBM/Roy2022-07-25T16:50:14Z<p>Bee chan: </p>
<hr />
<div>{{Infobox Character SSBM<br />
|name=Roy<br />
|discord=0qT5OfmhEdgeH20c<br />
|vods=https://vods.co/melee/character/Roy<br />
|image=SSBM Roy Portrait.png<br />
|weight=0 [[Super Smash Bros. Melee/Attributes#Weight|(0th)]]<br />
|fallspeed=0/Fast 0 [[Super Smash Bros. Melee/Attributes#Fall Speed|(0th)]]<br />
|gravity=0 [[Super Smash Bros. Melee/Attributes#Gravity|(0th)]]<br />
|jumpsquat=0f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(0st)]]<br />
|walkspeed=0 [[Super Smash Bros. Melee/Attributes#Walk Speed|(0th)]]<br />
|idashspeed=0 [[Super Smash Bros. Melee/Attributes#Initial Dash|(0rd)]]<br />
|idashlength=0f [[Super Smash Bros. Melee/Attributes#Initial Dash|(0nd)]]<br />
|runspeed=0 [[Super Smash Bros. Melee/Attributes#Run Speed|(0th)]]<br />
|traction=0 [[Super Smash Bros. Melee/Attributes#Weight|(0st)]]<br />
|jumpheight=Full 0/Short 0/Air 0 [[Super Smash Bros. Melee/Attributes#Jump Height|(0th/0th/0th)]]<br />
|airspeed=0 [[Super Smash Bros. Melee/Attributes#Air Speed|(0th)]]<br />
|airaccel=0 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(0th)]]<br />
}}<br />
<br />
== Ground Moves ==<br />
<br />
== Aerial Moves ==<br />
<br />
== Special Moves ==<br />
<br />
== Grabs & Throws ==<br />
<br />
== Universal Mechanics ==<br />
<br />
{{Smash Melee}}<br />
<br />
<br />
[[Category: Super Smash Bros. Melee]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Mewtwo&diff=224582SSBM/Mewtwo2022-07-25T16:49:11Z<p>Bee chan: </p>
<hr />
<div>{{Infobox Character SSBM<br />
|name=Mewtwo<br />
|discord=5cS8eeT<br />
|vods=https://vods.co/melee/character/Mewtwo<br />
|image=SSBM Mewtwo Portrait.png<br />
|weight=0 [[Super Smash Bros. Melee/Attributes#Weight|(0th)]]<br />
|fallspeed=0/Fast 0 [[Super Smash Bros. Melee/Attributes#Fall Speed|(0th)]]<br />
|gravity=0 [[Super Smash Bros. Melee/Attributes#Gravity|(0th)]]<br />
|jumpsquat=0f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(0st)]]<br />
|walkspeed=0 [[Super Smash Bros. Melee/Attributes#Walk Speed|(0th)]]<br />
|idashspeed=0 [[Super Smash Bros. Melee/Attributes#Initial Dash|(0rd)]]<br />
|idashlength=0f [[Super Smash Bros. Melee/Attributes#Initial Dash|(0nd)]]<br />
|runspeed=0 [[Super Smash Bros. Melee/Attributes#Run Speed|(0th)]]<br />
|traction=0 [[Super Smash Bros. Melee/Attributes#Weight|(0st)]]<br />
|jumpheight=Full 0/Short 0/Air 0 [[Super Smash Bros. Melee/Attributes#Jump Height|(0th/0th/0th)]]<br />
|airspeed=0 [[Super Smash Bros. Melee/Attributes#Air Speed|(0th)]]<br />
|airaccel=0 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(0th)]]<br />
}}<br />
<br />
== Ground Moves ==<br />
<br />
== Aerial Moves ==<br />
<br />
== Special Moves ==<br />
<br />
== Grabs & Throws ==<br />
<br />
== Universal Mechanics ==<br />
<br />
{{Smash Melee}}<br />
<br />
<br />
[[Category: Super Smash Bros. Melee]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Pichu/Introduction&diff=224579SSBM/Pichu/Introduction2022-07-25T16:45:57Z<p>Bee chan: Created page with "==Introduction== Melee's original handicap character, Pichu nonetheless miraculously escaped the game's absolute bottom rung and carved a niche for itself in the upper low tie..."</p>
<hr />
<div>==Introduction==<br />
Melee's original handicap character, Pichu nonetheless miraculously escaped the game's absolute bottom rung and carved a niche for itself in the upper low tier. Pichu is a largely identical clone of Pikachu, with whom they share the basic outlines of their gameplan. Both are relatively linear speedster types perpetually forced forwards, towards the enemy, by their miniscule hitboxes and inability to control space. On almost every count that the two differ, though, Pichu draws the short stick; Pichu is smaller, slower, lighter, and, infamously, has to deal with a miserable self-harm mechanic that causes all Pichu's electric moves to deal chip damage to itself, even on whiff. While the impact of Pichu's self-harm is often probably overexaggerated - most of Pichu's best moves are non-electric - it's an unwelcome cherry atop a sundae of unwelcome ingredients. So is there any hope for this forgettable mouse?<br />
<br />
Pichu has a lightning-fast run, with solid (albeit undersized) hitboxes that stay active on top of its body for a good while. Combining these strengths, Pichu's basic gameplan is to sheathe itself in SHFFLed hitboxes (usually nair) and rocket around the stage horizontally, like some kind of little cannonball. After all, if your hitboxes are small - make them move! As fast as possible, ideally. And if you can't dash dance and can't scramble, well, don't get caught in one place. In a game like Melee, this can be a surprisingly versatile strategy. But without the moves to shift gears when the situation calls for it, Pichu's ability to compete rides or dies on the effectiveness of this one, repetitive approach, and very few characters don't have at least one good answer to Pichu's one good question.<br />
<br />
Pikachu was once sometimes jokingly referred to as a 'poor man's Fox'. If that's true, Pichu is a without a doubt a poor man's poor man's Fox; it inherits many of Pikachu's bad points, but unfortunately few of its strengths. Both are handicapped by skeletal movepools, with large portions of their respective movelists either purposeless or redundant. Both find themselves heavily biased towards certain corners of the basic RPS triangles underlying many interactions and are therefore forced to find ways to punch through options like shield or dashback with losing responses like overshoots and even longer overshoots. But where Pikachu has enviable raw kill options and an unparalleled ability to convert unexpected situations into dangerous offstage scoops, Pichu's simplified up air rips out the soul of Pikachu's edgeguarding game and consigns Pichu to a sad (and often monotonous) life of slowly racking up dollar store damage off stray hits. Pichu's anemic punish game thus becomes a war of attrition - but one where Pichu dies before literally everyone else and is constantly hurting itself.<br />
<br />
Ultimately, Pichu is a functional but meager character with a one-note playstyle largely overshadowed by its far superior clone. With such direct competition, it's no surprise that Pichu sees some of the least tournament play of any character...but, then again, perhaps this makes it perfect for a certain type of player.<br />
<br />
<br />
<br />
{{ ProConTable<br />
| pros=<br />
*'''The Speed of Lightning''' - A fast run allows Pichu to shoot across the stage at lightspeed and drag its aerials with it. The tradeoff is that this locks Pichu into committal and highly predictable horizontal arcs whenever it leaves the ground<br />
<br />
*'''Spammable Aerials''' - Pichu's landing lag is generally even lower than Pikachu's, helping it minimize the downtime inbetween its good aerials<br />
<br />
*'''Alright Throw Game''' - While heavily gated by the tiniest grab imaginable, Pichu does have a chaingrab on spacies and even a theoretical reaction tech chase on some characters<br />
<br />
| cons=<br />
*'''Catastrophic Risk-Reward''' - One of the least impressive punish games in Melee attached to a character with the worst possible traits for fighting blow-by-blow. Pichu dies earlier than anything else and does pitiful damage per hit. The math is always against this character<br />
<br />
*'''Self-Damaging''' - While it only applies to about half its moveset, Pichu does chip damage to itself just for using moves. Some of these, like its recovery, can't be avoided, and some, like pummel, would otherwise be very welcome but are made very unattractive<br />
<br />
*'''Linearity''' - Pichu's extreme polarization makes it difficult to change gears without dipping into some genuinely terrible tools. The result is often that Pichu is better off just brute forcing situations with losing options then it is trying to actually make use of its dysfunctional winning options. Pichu finds itself in many RPS interactions unable to throw anything but rock. Moreover, Pichu's space control is so abysmally poor that it's often essentially forced into first tempo, even when winning <br />
<br />
*'''Strange Defense''' - Pichu suffers from short tech rolls and takes unusually high hitstun. This leads to some unique vulnerabilities, although these are somewhat offset by a large shield, a great OoS nair, and Pichu's tiny frame<br />
<br />
*'''Terrible CC''' - Pichu has the single shortest CC/ASDI down window in the game, often breakable in a single move<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Pichu&diff=224578SSBM/Pichu2022-07-25T16:45:52Z<p>Bee chan: </p>
<hr />
<div>{{Infobox Character SSBM<br />
|name=Pichu<br />
|discord=bzD5Pfc<br />
|vods=https://vods.co/melee/character/Pichu<br />
|image=SSBM Pichu Portrait.png<br />
|weight=0 [[Super Smash Bros. Melee/Attributes#Weight|(0th)]]<br />
|fallspeed=0/Fast 0 [[Super Smash Bros. Melee/Attributes#Fall Speed|(0th)]]<br />
|gravity=0 [[Super Smash Bros. Melee/Attributes#Gravity|(0th)]]<br />
|jumpsquat=0f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(0st)]]<br />
|walkspeed=0 [[Super Smash Bros. Melee/Attributes#Walk Speed|(0th)]]<br />
|idashspeed=0 [[Super Smash Bros. Melee/Attributes#Initial Dash|(0rd)]]<br />
|idashlength=0f [[Super Smash Bros. Melee/Attributes#Initial Dash|(0nd)]]<br />
|runspeed=0 [[Super Smash Bros. Melee/Attributes#Run Speed|(0th)]]<br />
|traction=0 [[Super Smash Bros. Melee/Attributes#Weight|(0st)]]<br />
|jumpheight=Full 0/Short 0/Air 0 [[Super Smash Bros. Melee/Attributes#Jump Height|(0th/0th/0th)]]<br />
|airspeed=0 [[Super Smash Bros. Melee/Attributes#Air Speed|(0th)]]<br />
|airaccel=0 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(0th)]]<br />
}}<br />
<br />
<br />
<br />
<br />
== Ground Moves ==<br />
<br />
== Aerial Moves ==<br />
<br />
== Special Moves ==<br />
<br />
== Grabs & Throws ==<br />
<br />
== Universal Mechanics ==<br />
<br />
{{Smash Melee}}<br />
<br />
<br />
[[Category: Super Smash Bros. Melee]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Young_Link/Introduction&diff=224576SSBM/Young Link/Introduction2022-07-25T16:44:08Z<p>Bee chan: Created page with "{{ ProConTable | pros= * | cons= * }}"</p>
<hr />
<div>{{ ProConTable<br />
| pros=<br />
*<br />
<br />
| cons=<br />
*<br />
}}</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Young_Link&diff=224575SSBM/Young Link2022-07-25T16:43:44Z<p>Bee chan: </p>
<hr />
<div>{{Infobox Character SSBM<br />
|name=Young Link<br />
|discord=0uRZflcDyAOMeAPK<br />
|vods=https://vods.co/melee/character/Young%20Link<br />
|image=SSBM Young Link Portrait.png<br />
|weight=0 [[Super Smash Bros. Melee/Attributes#Weight|(0th)]]<br />
|fallspeed=0/Fast 0 [[Super Smash Bros. Melee/Attributes#Fall Speed|(0th)]]<br />
|gravity=0 [[Super Smash Bros. Melee/Attributes#Gravity|(0th)]]<br />
|jumpsquat=0f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(0st)]]<br />
|walkspeed=0 [[Super Smash Bros. Melee/Attributes#Walk Speed|(0th)]]<br />
|idashspeed=0 [[Super Smash Bros. Melee/Attributes#Initial Dash|(0rd)]]<br />
|idashlength=0f [[Super Smash Bros. Melee/Attributes#Initial Dash|(0nd)]]<br />
|runspeed=0 [[Super Smash Bros. Melee/Attributes#Run Speed|(0th)]]<br />
|traction=0 [[Super Smash Bros. Melee/Attributes#Weight|(0st)]]<br />
|jumpheight=Full 0/Short 0/Air 0 [[Super Smash Bros. Melee/Attributes#Jump Height|(0th/0th/0th)]]<br />
|airspeed=0 [[Super Smash Bros. Melee/Attributes#Air Speed|(0th)]]<br />
|airaccel=0 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(0th)]]<br />
}}<br />
<br />
<br />
== Ground Moves ==<br />
<br />
== Aerial Moves ==<br />
<br />
== Special Moves ==<br />
<br />
== Grabs & Throws ==<br />
<br />
== Universal Mechanics ==<br />
<br />
{{Smash Melee}}<br />
<br />
<br />
[[Category: Super Smash Bros. Melee]]</div>Bee chanhttps://wiki.supercombo.gg/index.php?title=SSBM/Link/Introduction&diff=224574SSBM/Link/Introduction2022-07-25T16:42:04Z<p>Bee chan: Created page with "{{ ProConTable | pros= * | cons= * }}"</p>
<hr />
<div>{{ ProConTable<br />
| pros=<br />
*<br />
<br />
| cons=<br />
*<br />
}}</div>Bee chan