~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
Strategy
Matchups
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TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
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TBW
TBW
TBW
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TBW
TBW
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Frame Data
|
Block
|
|
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Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
7
|
2
|
11
|
+1
|
+4
|
|
|
Close
|
HL
|
90
|
150
|
60
|
sp/su
|
8
|
2
|
17
|
-1
|
+3
|
|
|
Close
|
HL
|
30
|
50
|
20
|
sp/su
|
5
|
1
|
7
|
+3
|
+6
|
|
|
Close
|
HL
|
70
|
100
|
40
|
-
|
14
|
2
|
5 + After landing 8
|
-1
|
+2
|
8f~ airborne
|
|
Close
|
HL
|
80
|
150
|
60
|
sp/su
|
12
|
2
|
16
|
0
|
-
|
[Counter-hit] floats opponent
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
3
|
6
|
+2
|
+5
|
|
|
Far
|
HL
|
80
|
100
|
40
|
sp/su
|
7
|
3
|
10
|
+2
|
+5
|
Frame advantage based on 2nd active frame
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
17
|
2
|
11
|
+5
|
+9
|
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
5
|
1
|
8
|
+2
|
+5
|
|
|
Far
|
HL
|
70
|
100
|
40
|
sp/su
|
11
|
3
|
15
|
-4
|
-1
|
|
|
Far
|
HL*H
|
110*100
|
200
|
60
|
-
|
19
|
2(6)3
|
After landing 12
|
-5
|
-1
|
1f~ airborne, 1st hit cannot hit crouching opponents, 2nd hit cannot hit airborne opponents
|
|
crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
3
|
7
|
+1
|
+4
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
9
|
2
|
12
|
0
|
+3
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
-
|
8
|
4
|
15
|
-1
|
+4
|
Forces stand
|
|
crouch
|
L
|
20
|
50
|
20
|
sp/su
|
5
|
2
|
6
|
+3
|
+6
|
|
|
crouch
|
L
|
70
|
100
|
40
|
sp/su
|
6
|
2
|
13
|
-1
|
+2
|
|
|
crouch
|
L
|
80
|
150
|
60
|
-
|
17
|
10
|
9
|
-1
|
-
|
Hard knockdown
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
8
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
8
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
9
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
5
|
9
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
9
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
7
|
10
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
5
|
8
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
8
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
9
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
5
|
9
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
6
|
9
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
7
|
10
|
-
|
-
|
-
|
|
|
Triangle Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
4~10f can cancel into followup, 11f~ can put out jump attack, *1
|
|
Tostada Press (wall Jump)
|
H
|
100
|
100
|
20/30
|
-
|
2+12
|
until ground
|
After landing 35
|
-17
|
-
|
[Ground hit] Hard knockdown, pursuit property, *1, *2
|
|
Fajita Buster (wall Jump)
|
1.91
|
150
|
150
|
20/60
|
-
|
2+12
|
until ground
|
After landing 36
|
-
|
-
|
Hard knockdown, cannot hit crouching opponents, *1
|
|
+
|
H
|
50
|
100
|
40
|
-
|
16
|
2
|
11
|
+1
|
+5
|
8~17f lower body strike and projectile invincible, 11~17f can pass through opponents
|
|
Target Combo 1
|
HL
|
70
|
100
|
40
|
-
|
14
|
2
|
5 + After landing 10
|
-3
|
0
|
8f~ airborne
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
10+11
|
3
|
34
|
-21
|
-21
|
|
|
Focus Attack LVL 2
|
HL
|
80
|
150
|
40
|
-
|
18+11
|
3
|
34
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
140
|
200
|
60
|
-
|
65
|
3
|
34
|
-
|
-
|
|
|
Forward Throw
|
0.90
|
120
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Back Throw
|
0.90
|
120
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Air Throw
|
1.15
|
140
|
150
|
40
|
-
|
3
|
2
|
-
|
-
|
-
|
Hard knockdown
|
|
Habanero Dash Forward
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 71
|
-
|
-
|
7~52f can cancel into followup
|
|
Habanero Dash Forward
|
-
|
-
|
-
|
-250/0
|
-
|
-
|
-
|
Total 49
|
-
|
-
|
1~35f Armored (2 hits), 7~36f can cancel into followup
|
|
Habenero Dash Back
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
See notes
|
-
|
-
|
6f~until turn can cancel into followup, turn takes 2f total, (more descriptions of turn behavior)
|
|
Habanero Dash Back
|
-
|
-
|
-
|
-250/0
|
-
|
-
|
-
|
See notes
|
-
|
-
|
1f~ until 35f after turn Armored (2-hits), 6f~until turn can cancel into followup, turn takes 2f total, (more descriptions of turn behavior)
|
|
Sudden Stop
|
-
|
-
|
-
|
0/0
|
-
|
-
|
-
|
Total 3
|
-
|
-
|
Fastest cancel is total 9f (6+3)
|
|
Tostada Press Forward dash
|
H
|
100
|
100
|
20/30
|
-
|
6+20
|
7
|
After landing 34
|
-16
|
-
|
1~10f strike and projectile invincible, 8f~ airborne, [ground hit] hard knockdown, [air hit] limited juggle knockdown, pursuit property, *1, *2
|
|
Tostada Press Back dash
|
H
|
100
|
100
|
20/30
|
-
|
6+20
|
7
|
After landing 30
|
-12
|
-
|
1~9f strike and projectile invincible, 8f~ airborne, [ground hit] hard knockdown, [air hit] limited juggle knockdown, pursuit property, *1, *2
|
|
Fajita Buster Forward dash
|
1.80
|
150
|
150
|
20/60
|
-
|
6+23
|
6
|
2 + After landing 34
|
-
|
-
|
1~11f strike and projectile invincible, 9f~ airborne, hard knockdown, cannot hit crouching opponents, *1
|
|
Back Step
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 17
|
-
|
-
|
Fastest cancel is 23f (6+17)
|
|
Gordita Sobat
|
HL
|
80
|
100
|
20/30
|
su
|
6+14
|
2
|
18
|
+1
|
+5
|
12~22f feet strike and projectile invincible, [air hit] limited juggle knockdown
|
|
Calamari Slide
|
L
|
100
|
200
|
20/30
|
-
|
6+12
|
6
|
24
|
-9
|
-
|
Hard knockdown, cannot hit airborne opponents
|
|
Propeller Tortilla
|
1.73
|
132
|
150
|
20/60
|
-
|
6+22
|
4
|
4 + After landing 16
|
-
|
-
|
1~13f strike invincible, 9f~ airborne, hard knockdown, *1
|
|
Picadillo Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 40
|
-
|
-
|
1~36f airborne, 8~30f can cancel into triangle jump
|
|
Quesadilla Bomb LVL1
|
HL
|
50
|
100
|
30/40
|
su
|
17
|
11
|
18
|
-17
|
-13
|
[air hit] limited juggle knockdown, armor break, charge 120f
|
|
Quesadilla Bomb LVL2
|
HL
|
100
|
150
|
30/40
|
su
|
17
|
11
|
18
|
-17
|
-
|
armor break, charge 210f
|
|
Quesadilla Bomb LVL3
|
HL
|
150
|
200
|
30/40
|
su
|
17
|
11
|
18
|
-17
|
-
|
armor break, charge 300f
|
|
Quesadilla Bomb
|
HL
|
200
|
300
|
-250/0
|
su
|
17
|
11
|
18
|
-17
|
-
|
[counter-hit] wall-bounce, armor break, charge 210f
|
|
Guacamole Leg Throw
|
-
|
0*120
|
100
|
20/0*60
|
-
|
7
|
6
|
17 + After landing 11
|
-
|
-
|
1~4f Invincible, 3f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation
|
|
Guacamole Leg Throw
|
-
|
0*130
|
100
|
20/0*60
|
-
|
9
|
6
|
20 + After landing 11
|
-
|
-
|
1~5f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation
|
|
Guacamole Leg Throw
|
-
|
0*140
|
100
|
20/0*60
|
-
|
11
|
9
|
16 + After landing 11
|
-
|
-
|
1~7f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation
|
|
Guacamole Leg Throw
|
-
|
0*180
|
200
|
-250/0
|
-
|
11
|
9
|
12 + After landing 10
|
-
|
-
|
1~17f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation
|
|
Super Combo
|
HL
|
35x4*190
|
0
|
-1000/0
|
-
|
1+3
|
4(8)5(14)5(13)4
|
32
|
-15
|
-
|
1~6f Invincible, 53~57f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation
|
|
Super Combo
|
HL
|
35x4*190
|
0
|
-1000/0
|
-
|
1+4
|
5(8)5(14)5(13)4
|
32
|
-15
|
-
|
1~5f Invincible, 55~59f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation
|
|
Super Combo
|
HL
|
35x4*190
|
0
|
-1000/0
|
-
|
1+5
|
6(8)5(14)5(13)4
|
32
|
-15
|
-
|
1~4f Invincible, 57~61f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation
|
|
Ultra Combo 1
|
2.14
|
470
|
0
|
0/0
|
-
|
0+5
|
12
|
After landing 54
|
-
|
-
|
1~10f Invincible, 1f~ airborne, hard knockdown, *1
|
|
Ultra Combo 2
|
1.55
|
450
|
0
|
0/0
|
-
|
0+4
|
11
|
65
|
-
|
-
|
1~9f Invincible, hard knockdown
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
*1: can direct movement left or right
*2: 9f~ until grounded contact is determined by El Fuerte's head, guard advantage is based on standing Ryu
(varies by opponent)
|