ReckyDaGuy (talk | contribs) m (→crlp) |
ReckyDaGuy (talk | contribs) No edit summary |
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Line 787: | Line 787: | ||
| input = 8LP / {{u}}+{{lp}} | | input = 8LP / {{u}}+{{lp}} | ||
| subtitle = Neutral Jumping Light Punch | | subtitle = Neutral Jumping Light Punch | ||
| image = | | image = ChunLi_njjab4.png | ||
| imageSize = | | imageSize = 87x107px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 18[2] | ||
|dizzy= 1~7(-2) | |dizzy= 1~7(-2) | ||
|dizzytime= 40 | |dizzytime= 40 | ||
Line 798: | Line 798: | ||
|guard = High | |guard = High | ||
|startup = 8 | |startup = 8 | ||
|active = | |active = ∞ | ||
|recovery = | |recovery = N/A | ||
|total = | |total = 8+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 2/1 | |meter = 2/1 | ||
|description= A jumping chop. | |description= A jumping chop. | ||
* | *Stays active the whole jump, ok to shield yourself from lower priority attacks. | ||
}} | }} | ||
}} | }} | ||
Line 813: | Line 813: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab4.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 3 | 8 | {{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
Line 827: | Line 827: | ||
| input = 7 or 9 LP<br>{{ub}} or {{uf}}+{{lp}} | | input = 7 or 9 LP<br>{{ub}} or {{uf}}+{{lp}} | ||
| subtitle = Diagonal Jumping Light Punch | | subtitle = Diagonal Jumping Light Punch | ||
| image = | | image = ChunLi_djjab3.png | ||
| imageSize = | | imageSize = 83x107px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 16[2] | ||
|dizzy= 1~7(-2) | |dizzy= 1~7(-2) | ||
|dizzytime= 40 | |dizzytime= 40 | ||
|cancel = | |cancel = None | ||
|guard = High | |guard = High | ||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 6 | ||
|active = ∞ | |active = ∞ | ||
|recovery = N/A | |recovery = N/A | ||
|total = | |total = 6+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|meter = 2/1 | |meter = 2/1 | ||
|description= | |description= Like the neutral jump version except it's a punch with worse priority. | ||
*Safejumps aside, this isn't much use, outclassed by j mp. | |||
* | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle-djlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | <span class="mw-customtoggle-djlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djlp"> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djlp"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab3.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
Line 878: | Line 867: | ||
| input = 8MP / {{u}}+{{mp}} | | input = 8MP / {{u}}+{{mp}} | ||
| subtitle = Neutral Jumping Medium Punch | | subtitle = Neutral Jumping Medium Punch | ||
| image = | | image = ChunLi_njstrng4.png | ||
| imageSize = | | imageSize = 95x107px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 22[ | |damage = 22[2] | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= 50(+10) | |dizzytime= 50(+10) | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 8 | ||
|active = 16 | |active = 16 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 24+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 4/3 | |meter = 4/3 | ||
|description= Another chop | |description= Another chop. | ||
* | *Good priority, but aside from having double the active frames, neutral jump HP outclasses this. | ||
}} | }} | ||
}} | }} | ||
Line 910: | Line 895: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 |ChunLi_njstrng4.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 |ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ∞}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
Line 934: | Line 909: | ||
| input = 7 or 9 MP<br>{{ub}} or {{uf}}+{{mp}} | | input = 7 or 9 MP<br>{{ub}} or {{uf}}+{{mp}} | ||
| subtitle = Diagonal Jumping Medium Punch | | subtitle = Diagonal Jumping Medium Punch | ||
| image = | | image = ChunLi_djstrng3.png | ||
| imageSize = | | imageSize = 83x107px | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 20[2] | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= 50 | |dizzytime= 50(+10) | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = 6 | |||
|startup = | |||
|active = 8 | |active = 8 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 14+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|meter = 4/3 | |meter = 4/3 | ||
|description= Another | |description= Another punch. | ||
* | *Good air to air, and good jump in from the right range. Can usually beat some normals that anti air your jumping MK. | ||
}} | }} | ||
}} | }} | ||
Line 958: | Line 931: | ||
<span class="mw-customtoggle-djmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | <span class="mw-customtoggle-djmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djmp"> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djmp"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djstrng3.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
|} | |} | ||
Line 987: | Line 948: | ||
| input = 8HP / {{u}}+{{hp}} | | input = 8HP / {{u}}+{{hp}} | ||
| subtitle = Neutral Jumping Heavy Punch | | subtitle = Neutral Jumping Heavy Punch | ||
| image = | | image = ChunLi_njfrc4.png | ||
| imageSize = | | imageSize = 102x107px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 26[2] | ||
|dizzy= 11~17(-1) | |dizzy= 11~17(-1) | ||
|dizzytime= 60(+20) | |dizzytime= 60(+20) | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 8 | ||
|active = | |active = 8 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 16+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |description= Yet another chop. | ||
* | *Great horizontal priority and reach, fantastic air to air, and works as an anti air in some situations if you react in time. | ||
}} | }} | ||
}} | }} | ||
Line 1,014: | Line 974: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njfrc4.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
Line 1,028: | Line 988: | ||
| input = 7 or 9 HP<br>{{ub}} or {{uf}}+{{hp}} | | input = 7 or 9 HP<br>{{ub}} or {{uf}}+{{hp}} | ||
| subtitle = Diagonal Jumping Heavy Punch | | subtitle = Diagonal Jumping Heavy Punch | ||
| image = | | image = ChunLi_djfrc3.png | ||
| imageSize = | | imageSize = 89x107px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 24[2] | ||
|dizzy= | |dizzy= 11~17(-1) | ||
|dizzytime= | |dizzytime= 60(+20) | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 6 | ||
|active = 8 | |active = 8 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 14+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |description= Yet another punch. | ||
*Like diagonal jumping MP but with a different hitbox. In some situations, it may be better to use this instead. | |||
}} | }} | ||
}} | }} | ||
Line 1,054: | Line 1,013: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djfrc3.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab1_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djstrng6_djfrc6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
|} | |} | ||
Line 1,070: | Line 1,029: | ||
| input = 8LK / {{u}}+{{lk}} | | input = 8LK / {{u}}+{{lk}} | ||
| subtitle = Neutral Jumping Light Kick | | subtitle = Neutral Jumping Light Kick | ||
| image = | | image = ChunLi_njshrt3.png | ||
| imageSize = | | imageSize = 90x114px | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 18[2] | ||
|dizzy= 1~7(-2) | |dizzy= 1~7(-2) | ||
|dizzytime= 40 | |dizzytime= 40 | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 6 | ||
|active = | |active = ∞ | ||
|recovery = | |recovery = N/A | ||
|total = | |total = 6+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 2/1 | |meter = 2/1 | ||
|description= A jumping kick. | |description= A jumping split kick. Don't think too hard about how the hitbox works. | ||
* | *Good priority, beats a handful of moves, and is a great defensive tool. | ||
}} | }} | ||
}} | }} | ||
Line 1,097: | Line 1,054: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt3.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
Line 1,111: | Line 1,068: | ||
| input = 7 or 9 LK<br>{{ub}} or {{uf}}+{{lk}} | | input = 7 or 9 LK<br>{{ub}} or {{uf}}+{{lk}} | ||
| subtitle = Diagonal Jumping Light Kick | | subtitle = Diagonal Jumping Light Kick | ||
| image = | | image = ChunLi_djshrt3.png | ||
| imageSize = | | imageSize = 111x94px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 20[2] | ||
|dizzy= 1~7(-2) | |dizzy= 1~7(-2) | ||
|dizzytime= 40 | |dizzytime= 40 | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 6 | ||
|active = ∞ | |active = ∞ | ||
|recovery = N/A | |recovery = N/A | ||
|total = | |total = 6+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 2/1 | |meter = 2/1 | ||
|description= A | |description= A confident jumping kick. | ||
* | *Aside from safejumps, this isn't too special. It gives Dictator trouble, but otherwise favor j.MK. | ||
}} | }} | ||
}} | }} | ||
Line 1,137: | Line 1,094: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1_djfrwrd1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt3.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
Line 1,149: | Line 1,106: | ||
===== <span class="invisible-header">njmk</span> ===== | ===== <span class="invisible-header">njmk</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Jumping Forward | | name = Neutral Jumping Forward | ||
| input = 8MK | | input = 8MK<br>{{u}}+{{mk}} | ||
| subtitle = Neutral Jumping Medium Kick | | subtitle = Neutral Jumping Medium Kick | ||
| image = | | image = ChunLi_njfrwrd3.png | ||
| imageSize = | | imageSize = 100x114px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 22[ | |damage = 22[2] | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= 50(+10) | |dizzytime= 50(+10) | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 6 | ||
|active = | |active = 10 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 16+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 4/3 | |meter = 4/3 | ||
|description= | |description= Another split kick. Don't think too hard about how the hurtbox works. | ||
* | *Ok range, but unlike Old Chun's version of this move the lowest hurtbox got stretched horizontaly so the overall priority is bad. Favor Neutral Jumping Short. | ||
* | *That hurtbox was also reduced downwards though, allowing this move to beat Honda's Headbutts, something none of her other neutral jump normals can (with the exception of Head Stomp, but that forces a bounce which can be very bad on a neutral jump). This requires Chun to land right top of him, because the horizontal priority is not enough to beat Headbutts from the front. | ||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-njmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njmk"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
|} | |} | ||
< | |||
''' | </div> | ||
===== <span class="invisible-header">djmk</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Forward | |||
| input = 7 or 9MK / {{ub}} or {{uf}}+{{mk}} | |||
| subtitle = Diagonal Jumping Medium Kick | |||
| image = ChunLi_djfrwrd3.png | |||
| imageSize = 120x94px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = 20[2] | |||
|dizzy= 5~11 | |||
|dizzytime= 50(+10) | |||
|cancel = None | |||
|guard = High | |||
|startup = 6 | |||
|active = 16 | |||
|recovery = ∞ | |||
|total = 22+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= A stronger version of diagonal LK. | |||
*Chun's crossup, and also her best jump in for the most part. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djmk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1_djfrwrd1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1_djfrwrd1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
|} | |} | ||
<br><br> | |||
</div> | </div> | ||
Line 1,206: | Line 1,192: | ||
| input = 8HK / {{u}}+{{hk}} | | input = 8HK / {{u}}+{{hk}} | ||
| subtitle = Neutral Jumping Heavy Kick | | subtitle = Neutral Jumping Heavy Kick | ||
| image = | | image = ChunLi_njrh3.png | ||
| imageSize = | | imageSize = 122x97px | ||
| | | image2 = ChunLi_njrh4.png | ||
| imageSize2 = 122x120px | |||
| image3 = ChunLi_njrh5.png | |||
| imageSize3 = 122x126px | |||
| caption3 = This move breaks all the rules. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 26[2] | ||
|dizzy= | |dizzy= 10~16 | ||
|dizzytime= | |dizzytime= 80 | ||
|cancel = | |cancel = Special | ||
|guard = | |guard = Mid | ||
|startup = | |startup = 3 | ||
|active = | |active = 13 (5/4/4) | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 16+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent<br>Hard Down | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |description= Essentially a jumping version of Chun's 3MK command normal. | ||
* | *This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up. | ||
* | *This is a rare case of normal moves that cause a full knockdown. | ||
*This also doesn't require the opponent to be standing to be blocked, which is also unique (and bad for Chun). | |||
*It can be special canceled as well, but the only special move Chun can use in the air requires back charge, and you don't have enough airtime to get a charge before you land. | |||
}} | }} | ||
}} | }} | ||
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{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh4.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh5.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh6.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh7.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh8.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCellColSpan| 3 | 13}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
|} | |} | ||
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| input = 7 or 9 HK<br>{{ub}} or {{uf}}+{{hk}} | | input = 7 or 9 HK<br>{{ub}} or {{uf}}+{{hk}} | ||
| subtitle = Diagonal Jumping Heavy Kick | | subtitle = Diagonal Jumping Heavy Kick | ||
| image = | | image = ChunLi_djrh3.png | ||
| imageSize = | | imageSize = 109x114px | ||
| caption = | | image2 = ChunLi_djrh4.png | ||
| imageSize2 = 92x107px | |||
| caption2 = There's a REALLY small hitbox here, right around her waist. | |||
| image3 = ChunLi_djrh5.png | |||
| imageSize3 = 108x116px | |||
| caption = | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 24[2] | ||
|dizzy= | |dizzy= 11~17(-1) | ||
|dizzytime= | |dizzytime= 60(+20) | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 6 | ||
|active = | |active = 16 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 22+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |description= Chun does 2 split kicks in a row. They don't combo. | ||
* | *Can be a decent air to air in some situations, just be careful as it leaves you quite vulnerable to air to airs, and anti airs. | ||
* | *Strangely enough, the frame in between kicks can hit too: if you look closely, you'll noticed a red dot around her waist, thats a 1x1 px hitbox! | ||
}} | }} | ||
}} | }} | ||
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{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_djrh3.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh4.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh5.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh6.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 16}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
|} | |} | ||
Revision as of 23:47, 21 February 2023
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cl.lp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[0] | 0~5 | 40 | Chain, Special, Super | Mid | 0-21 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 4 | 12 | +5 | 2/1 |
A quick rapid-fire jab.
|
Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | 22+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 2 | 8 | 13 | +3 | 2/1 |
A rapid-fire slap.
|
Click to toggle detailed hitbox data.
cl.mp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Mid | 0-36 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 4 | 13 | +10 | 4/3 |
A punch with huge frame advantage.
|
Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 37+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 4 | 13 | +10 | 4/3 |
A poke with the same excellent frame advantage as the close version.
|
Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 10~16 | 80 | Special, Super | Mid | 0-41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | 11 | 35 | -9 | 5/4 |
A double open palmed strike.
|
Click to toggle detailed hitbox data.
frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 10~16 | 80 | Super | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 6 | 18 | 30 | -2 | 5/4 |
A powered-up high punch.
|
Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[1] | 0~5 | 40 | Special, Super | Mid | 0-36 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 5 | 5 | 14 | +3 | 2/1 |
A knee strike.
|
Click to toggle detailed hitbox data.
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 0~5 | 40 | None | Mid | 37+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 5 | 5 | 17 | +3 | 2/1 |
A straightforward kick.
|
Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 60 | Only the first hitbox can be canceled. | Mid | 0-41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 9 (3 / 6) | 8 | 21 | +1 / +4 | 4/3 |
A full split kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 5~11 | 60 | None | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 5 | 8 | 20 | +5 | 4/3 |
A kick straight to the face.
|
Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 10~16 | 80 | None | Mid | 0-56 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 | 21 | 37 | -5 | 5/4 |
Chun's panty-slippin high sidekick.
|
Click to toggle detailed hitbox data.
frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[0] | 10~16 | 80 | None | Mid | 57+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
11 | 8 | 14 | 33 | 0 | 5/4 |
A heavy kick to the face.
|
Click to toggle detailed hitbox data.
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 0~5 | 40 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 5 | 13 | +4 | 2/1 |
A short punch.
|
Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 5 | 14 | +9 | 4/3 |
Far Standing Strong but crouching.
|
Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 6 | 19 | 32 | -3 | 5/4 |
Crouching MP but bigger.
|
Click to toggle detailed hitbox data.</span>
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 5 | 14 | +4 | 2/1 |
A low split kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 5 | 4 | 14 | +9 | 4/3 |
Easily one of the best pokes in the game.
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 6 | 19 | 32 | -3/Down | 5/4 |
Chun's sweep.
|
Click to toggle detailed hitbox data.
Jumping Normals
njlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | ∞ | N/A | 8+∞ | Dependent | 2/1 |
A jumping chop.
|
Click to toggle detailed hitbox data.
djlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | ∞ | N/A | 6+∞ | Dependent | 2/1 |
Like the neutral jump version except it's a punch with worse priority.
|
Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 16 | ∞ | 24+∞ | Dependent | 4/3 |
Another chop.
|
Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 5~11 | 50(+10) | None | High | - |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 8 | ∞ | 14+∞ | Dependent | 4/3 |
Another punch.
|
Click to toggle detailed hitbox data.
njhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | ∞ | 16+∞ | Dependent | 5/4 |
Yet another chop.
|
Click to toggle detailed hitbox data.
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 8 | ∞ | 14+∞ | Dependent | 5/4 |
Yet another punch.
|
Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | ∞ | N/A | 6+∞ | Dependent | 2/1 |
A jumping split kick. Don't think too hard about how the hitbox works.
|
Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | ∞ | N/A | 6+∞ | Dependent | 2/1 |
A confident jumping kick.
|
Click to toggle detailed hitbox data.
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 10 | ∞ | 16+∞ | Dependent | 4/3 |
Another split kick. Don't think too hard about how the hurtbox works.
|
Click to toggle detailed hitbox data.
djmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 16 | ∞ | 22+∞ | Dependent | 4/3 |
A stronger version of diagonal LK.
|
Click to toggle detailed hitbox data.
njhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 10~16 | 80 | Special | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 13 (5/4/4) | ∞ | 16+∞ | Dependent Hard Down |
5/4 |
Essentially a jumping version of Chun's 3MK command normal.
|
Click to toggle detailed hitbox data.
djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 16 | ∞ | 22+∞ | Dependent | 5/4 |
Chun does 2 split kicks in a row. They don't combo.
|
Click to toggle detailed hitbox data.
Command Normals
Knee Strike
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] ~ 16[1] | 5~11 x 2 | 60 x 2 | None | Mid | 0-11 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 (3 ~ 3) | 7 | 23 | +5 ~ +8(+7) | 4/3 x 2 |
A two hit knee attack.
|
Click to toggle detailed hitbox data.
- Startup/Active
![]() |
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Frame Count | 1 + 3 | 3 | 3 | 3 | 3 |
Simplified | 10 | 3 | 3 |
- Recovery
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Frame Count | 2 | 2 | 2 | 1 |
Simplified | 7 |
Sweep Kick
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 | 19 | 35 | -3/Soft Knockdown | 5/4 |
Honda's command sweep, and his longest ranged normal.
|
Click to toggle detailed hitbox data.
Flying Sumo Press
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | ∞ | N/A | 7+∞ | Dependent | 4/3 |
A full body slam.
|
Click to toggle detailed hitbox data.
Throws
E.Honda can throw with ,
, and
. He has the longest normal throw range in the game, as well as some nasty throw loops off his Fierce and Roundhouse throws.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32 | 7~13 | 100 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's one and only normal Throw.
|
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26 + 4*n | 0 | 0 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's "bear hug" hold. You'll be using this one the most.
-x64 |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26 + 4*n | 0 | 0 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's Heavy Kick hold.
-x64 |
Click to toggle throwbox data.
Special Moves
Hundred Hand Slap
{{MoveData
| name = Hundred Hand Slap
| input = Press Repeatedly
Click to toggle detailed hitbox data.
- Startup:
![]() |
![]() | |
Frame Count (Jab) | 2 | 3 |
Simplified (Jab) | 5 | |
Frame Count (Strong) | 4 | 4 |
Simplified (Strong) | 8 | |
Frame Count (Fierce) | 5 | 6 |
Simplified (Fierce) | 11 |
- Active:
![]() |
![]() |
![]() | |
Frame Count (Jab) | 4* | 4 | 4 |
Frame Count (Strong) | 2* | 2 | 2 |
Frame Count (Fierce) | 1* | 1 | 1 |
- NOTE: The first hitbox that comes out when performing this move has 1 extra active frame.
![]() |
![]() |
![]() | |
Frame Count (Jab) | 4 | 4 | 4* |
Frame Count (Strong) | 2 | 2 | 2* |
Frame Count (Fierce) | 1 | 1 | 1* |
- NOTE 2: The last active frame on some animation cycles are skipped. This depends on the frequency of your button presses.
- Recovery:
![]() |
![]() |
![]() |
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![]() | |
Frame Count (Jab) | 5 | 2 | 3 | 2 | 1 |
Simplified (Jab) | 13 | ||||
Frame Count (Strong) | 7 | 2 | 3 | 2 | 1 |
Simplified (Strong) | 15 | ||||
Frame Count (Fierce) | 8 | 3 | 4 | 3 | 1 |
Simplified (Fierce) | 19 |
Sumo Headbutt
Click to toggle detailed hitbox data.
- Startup:
Jab and Strong Only | ![]() |
![]() |
Strong and Fierce Only | |
![]() |
![]() | |||
Frame Count (Jab) | 1 | 3 | 4 | |
Simplified (Jab) | 8 | |||
Frame Count (Strong) | 1 | 2 | 6 | 2 |
Simplified (Strong) | 11 | |||
Frame Count (Fierce) | 1 | 4 | 1 | |
Simplified (Fierce) | 6 |
- Active:
- Jab Version
![]() |
![]() |
![]() | |
Frame Count | 3 | 3 | 22 |
Simplified | 6 | 22 |
- Strong and Fierce Version:
![]() |
![]() | |
Frame Count (Strong) | 2 | 25 |
Frame Count (Fierce) | 1 | 53 |
- Recovery:
![]() |
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Frame Count | 4 | 4 | 4 | 8/9 | 2 | 2 | 1 |
Simplified | 25/26 |
Sumo Smash
Click to toggle detailed hitbox data.
- Startup (Short/Forward):
![]() |
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![]() |
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Frame Count (Short) | 1 | 4 | 5 | 2 | 5 | 4 |
Simplified (Short) | 21 | |||||
Frame Count (Forward) | 1 | 3 | 4 | 2 | 5 | 4 |
Simplified (Forward) | 19 |
- Active + Recovery:
![]() |
![]() |
![]() |
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![]() | |
Frame Count (Short) | 9 | 9 (3 + 3 + 3) | 2 | 2 | 10 | 4 |
Simplified (Short) | 9 | 13 | 10 | 4 | ||
Frame Count (Forward) | 9 | 9 (3 + 3 + 3) | 2 | 2 | 12 | 5 |
Simplified (Forward) | 9 | 13 | 12 | 5 |
- Startup (Roundhouse):
![]() |
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Frame Count | 1 | 3 | 4 | 2 | 4 | 4 |
Simplified | 18... (42) |
![]() |
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Frame Count | 9 | 9 (3 + 3 + 3) | 2 | 2 |
Simplified | ...24 (42 |
- Active/Recovery:
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Frame Count | 15 | 6 |
Oicho Throw
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] + 28[1] (L) 18[1] + 30 [1] (M) 20[1] + 32[1] (H) |
7~13 x 2 | 100 x 2 | None | Grab | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | Dependent | 12 |
Honda slams his opponent to the ground, then follows up with a buttslam.
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Click to toggle detailed throwbox data.
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] x 4 | 0~4 x 4 | 20 x 4 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 54(7)54 | 25 | 146 | -13 (Second Attack)/ Hard Knockdown* | - |
Honda brings out the big guns: One of the worst Super Combos in the game.
General Strategies
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Click to toggle detailed hitbox data.
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Frame Count | 1 | [18] + 4 | 1 | 1 | 53? |
Simplified | 6 | 1 | 53? |
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Frame Count | 1 | 1 | 1 | 3 | 1 | 1 | 53? |
Simplified | 7 | 1 | 53? |
- Recovery/Knockback:
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Frame Count | 4 | 4 | 4 | 8 | 2 | 2 | 1 |
Simplified | 25 |
Misc Animations
Jump Animations
- Prejump:
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Frame Count | 2 | 2 | 1 |
Simplified | 5 |
- Neutral/Back Jump, Airborne + Landing:
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Frame Count (Neutral) | 1 | 10 | 5 | 5 | 5 | 5 | 5 | 8 | 1 | 7* |
Simplified (Neutral) | 1 | 43 | 1 | 7* | ||||||
Frame Count (Back) | 1 | 10 | 5 | 5 | 5 | 5 | 5 | 8 | 1 | 7* |
Simplified (Back) | 1 | 43 | 1 | 7* |
- Forward Jump, Airborne + Landing:
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Frame Count | 1 | 10 | 6 | 4 | 4 | 6 | 12 | 1 | 7* |
Simplified | 1 | 42 | 1 | 7* |
Honda has the slowest prejump animation on the game. This is part of the reason why he suffers so much to get in vs projectile zoners. With that said, knowing how to jump correctly can make these matchups less annoying.
First of all, you'll be jumping neutrally frequently, since it will not always be possible to jump forward safely. Looking at Honda's Neutral Jump hurtboxes, it's easy to notice that the last 9 frames of the jump animation have the leg hurtbox positioned very low, which will make jumping over projectiles extra hard. To deal with that, it's wise to do a move that reduces Honda's hurtboxes during that time, so you can avoid having big vulnerable hurtboxes. A good option is to press HK as soon as you hit the apex of the jump, that way you'll not only have very small "lower-back" hurtboxes through out the entirety of the jump, but also may trigger the opponents proximity block. This is extra effective with Old Honda, as his Neutral Jumping Roundhouse has amazing priority at the front. New Honda can also control the horizontal movement of the Neutral Jump if he does a Fierce, but keep in mind that Neutral Jumping Fierce have bigger "lower-back" hurtboxes, leaving him more vulnerable to projectiles. It's also optimal to activate Fierce a little before Honda hits the apex of the jump so it's possible to steer the maximum possible.
As for forward jumps, an important thing to be aware of is how his hurtboxes are positioned on the last 13 frames of the jump. Take a look at the hitbox images above, did you notice how Honda's hurtboxes are way less vulnerable at his front than if he did a move? Just compare the forward edge of the pushbox (green box) which is the same on all jumping animations, with the edge of the closest hurtbox (blue box) on all diagonal jumping animations (empty jump + diagonal jumping normals). A well spaced empty jump can be usefull if the opponent defaults to non sweep anti airs, as this can make these anti airs simply whiff (e.g. vs a Dee Jay that defaults to Upkick anti air when he has charge). This trick can be just what Honda needs to finally get in and apply his extremelly strong close range pressure. Of course, if the opponent is aware of this, he may counter it appropriately, but then Honda can just jump with one of his good anti-anti-air normals instead, creating a mix-up situation.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.