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[http://cheerleaderuniforms.emptio.cn/ cheerleader uniforms] [http://installingslate.orbitar.cn/ installing slate flooring] [[Image:Akuma3sport.gif|frame|right|Akuma's Character Select Portrait]] | ||
[[Image:Akuma3s-stance.gif|frame|right|Akuma's Neutral Stance]] | [[Image:Akuma3s-stance.gif|frame|right|Akuma's Neutral Stance]] | ||
==Introduction== | ==Introduction== | ||
Line 15: | Line 15: | ||
*Stun Bar Recovery (frames it takes to recover 1 dot): 23 | *Stun Bar Recovery (frames it takes to recover 1 dot): 23 | ||
*Taunt: Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum. | *Taunt: Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum. | ||
*Best Kara-Throw: F | *Best Kara-Throw: F MP | ||
==Colors== | ==Colors== | ||
Line 142: | Line 142: | ||
| Neutral Jumping Roundhouse || '''(Air)''' HK | | Neutral Jumping Roundhouse || '''(Air)''' HK | ||
|- | |- | ||
| Overhead || MP | | Overhead || MP MK | ||
|- | |- | ||
| Taunt || HP | | Taunt || HP HK | ||
|} | |} | ||
Line 153: | Line 153: | ||
| '''Move Name''' || '''Motion''' | | '''Move Name''' || '''Motion''' | ||
|- | |- | ||
| Seoi Nage || LP | | Seoi Nage || LP LK or F LP LK | ||
|- | |- | ||
| Tomoe Nage || B | | Tomoe Nage || B LP LK | ||
|- | |- | ||
|} | |} | ||
Line 165: | Line 165: | ||
| '''Move Name''' || '''Motion''' | | '''Move Name''' || '''Motion''' | ||
|- | |- | ||
| Zugai Hasatsu || F | | Zugai Hasatsu || F MP | ||
|- | |- | ||
| Crouching Jab || D | | Crouching Jab || D LP | ||
|- | |- | ||
| Crouching Strong || D | | Crouching Strong || D MP | ||
|- | |- | ||
| Crouching Fierce || D | | Crouching Fierce || D HP | ||
|- | |- | ||
| Crouching Short || D | | Crouching Short || D LK | ||
|- | |- | ||
| Crouching Foward || D | | Crouching Foward || D MK | ||
|- | |- | ||
| Crouching Roundhouse || D | | Crouching Roundhouse || D HK | ||
|- | |- | ||
| Tenma Kuujin Kyaku || Jump Foward, D | | Tenma Kuujin Kyaku || Jump Foward, D MK | ||
|} | |} | ||
Line 192: | Line 192: | ||
| '''Move Name''' || '''Motion''' | | '''Move Name''' || '''Motion''' | ||
|- | |- | ||
| Gou Hadouken || QCF | | Gou Hadouken || QCF P | ||
|- | |- | ||
| Zankuu Hadouken || '''(Air)''' QCF | | Zankuu Hadouken || '''(Air)''' QCF P | ||
|- | |- | ||
| Shakunestu Hadouken || HCB | | Shakunestu Hadouken || HCB P | ||
|- | |- | ||
| Tatsumaki Zankuukyaku || QCB | | Tatsumaki Zankuukyaku || QCB K | ||
|- | |- | ||
| Tatsumaki Zankuukyaku (Air) || '''(Air)''' QCB | | Tatsumaki Zankuukyaku (Air) || '''(Air)''' QCB K | ||
|- | |- | ||
| Gou Shoryuken || F, D, DF | | Gou Shoryuken || F, D, DF P | ||
|- | |- | ||
| Hyakki Shuu || F, D, DF | | Hyakki Shuu || F, D, DF K | ||
|- | |- | ||
| Hyakki Gouzan || During F, D, DF | | Hyakki Gouzan || During F, D, DF K (No input) | ||
|- | |- | ||
| Hyakki Goushou || During F, D, DF | | Hyakki Goushou || During F, D, DF K, press P | ||
|- | |- | ||
| Hyakki Goujin || During F, D, DF | | Hyakki Goujin || During F, D, DF K, press K | ||
|- | |- | ||
| Hyakki Gousai || During F, D, DF | | Hyakki Gousai || During F, D, DF K, press LP LK when directly on top of opponent | ||
|- | |- | ||
| Ashura Senkuu || F, D, DF | | Ashura Senkuu || F, D, DF KK or F, D, DF KKK | ||
|- | |- | ||
| Ashura Senkuu || F, D, DF | | Ashura Senkuu || F, D, DF PP or F, D, DF PPP | ||
|- | |- | ||
| Ashura Senkuu || B ,D ,DB | | Ashura Senkuu || B ,D ,DB KK or B ,D ,DB KKK | ||
|- | |- | ||
| Ashura Senkuu || B ,D ,DB | | Ashura Senkuu || B ,D ,DB PP or B ,D ,DB PPP | ||
|} | |} | ||
Line 233: | Line 233: | ||
| '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars''' | | '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars''' | ||
|- | |- | ||
| I || Messatsu Gou Hadou || QCF QCF | | I || Messatsu Gou Hadou || QCF QCF P || 2 stocks | ||
|- | |- | ||
| I || Tenma Gou Zankuu || '''(Air)''' QCF QCF | | I || Tenma Gou Zankuu || '''(Air)''' QCF QCF P || 2 stocks | ||
|- | |- | ||
| II || Messatsu Gou Shoryuu || QCF QCF | | II || Messatsu Gou Shoryuu || QCF QCF P || 2 stocks | ||
|- | |- | ||
| III || Messatsu Gou Rasen || QCF QCF | | III || Messatsu Gou Rasen || QCF QCF K || 2 stocks | ||
|- | |- | ||
| III || Messatsu Gou Senpuu || '''(Air)''' QCF QCF | | III || Messatsu Gou Senpuu || '''(Air)''' QCF QCF K || 2 stocks | ||
|- | |- | ||
| any || Shun Goku Satsu || LP | | any || Shun Goku Satsu || LP LP F LK HP || MAX required | ||
|- | |- | ||
| any || Kongou Kokuretsu Zan || DDD | | any || Kongou Kokuretsu Zan || DDD PP or DDD PPP || MAX required | ||
|} | |} | ||
Line 341: | Line 341: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase''' | ||
|- | |- | ||
| align="center" | Taunt || align="center" | HP | | align="center" | Taunt || align="center" | HP HK || align="center" | 66 || align="center" | 4(6) | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 359: | Line 359: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 3 || align="center" | 4 || align="center" | | | align="center" | 4 || align="center" | 3 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 383: | Line 383: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 5 || align="center" | 4 || align="center" | 9 || align="center" | | | align="center" | 5 || align="center" | 4 || align="center" | 9 || align="center" | 4 || align="center" | 5 || align="center" | 5 || align="center" | H or L || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 431: | Line 431: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 3 || align="center" | 3 || align="center" | 5 || align="center" | | | align="center" | 3 || align="center" | 3 || align="center" | 5 || align="center" | 3 || align="center" | 3 || align="center" | 3 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 455: | Line 455: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 5 || align="center" | 4 || align="center" | 10 || align="center" | | | align="center" | 5 || align="center" | 4 || align="center" | 10 || align="center" | 1 || align="center" | 2 || align="center" | 3 || align="center" | H or L || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 503: | Line 503: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 4 || align="center" | 7 || align="center" | | | align="center" | 4 || align="center" | 4 || align="center" | 7 || align="center" | 2 || align="center" | 2 || align="center" | 2 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 575: | Line 575: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 5 || align="center" | 11 || align="center" | | | align="center" | 4 || align="center" | 5 || align="center" | 11 || align="center" | 2 || align="center" | 4 || align="center" | 6 || align="center" | H or L || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 592: | Line 592: | ||
| 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" | '''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" | Close Roundhouse || align="center" | (Close to opponent) HK || align="center" | 120 | | align="center" | Close Roundhouse || align="center" | (Close to opponent) HK || align="center" | 120 80(40) || align="center" | 13 11(7) || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 606: | Line 606: | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 8 || align="center" | 16 || align="center" | 8(4 | | align="center" | 4 || align="center" | 8 || align="center" | 16 || align="center" | 8(4 4) | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 832: | Line 832: | ||
| 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" | '''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" | Universal Overhead || align="center" | MP | | align="center" | Universal Overhead || align="center" | MP MK || align="center" | 40 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 839: | Line 839: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 15 || align="center" | 8 || align="center" | 7 || align="center" | -5~ | | align="center" | 15 || align="center" | 8 || align="center" | 7 || align="center" | -5~ 7 || align="center" | 0~ 8 || align="center" | 1~ 9 || align="center" | H || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 858: | Line 858: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | ||
|- | |- | ||
| align="center" | Seoi Nage || align="center" | LP | | align="center" | Seoi Nage || align="center" | LP LK or F LP LK || align="center" | 110 || align="center" | 9 || align="center" | 24 | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 865: | Line 865: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP | | align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP LK || align="center" | - | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 882: | Line 882: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | ||
|- | |- | ||
| align="center" | Tomoe Nage || align="center" | B | | align="center" | Tomoe Nage || align="center" | B LP LK || align="center" | 110 || align="center" | 15 || align="center" | 24 | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 889: | Line 889: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP | | align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP LK || align="center" | - | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 908: | Line 908: | ||
| 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" | '''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" | Zugai Hasatsu || align="center" | F | | align="center" | Zugai Hasatsu || align="center" | F MP || align="center" | 40 50 || align="center" | 9 7 || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 915: | Line 915: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 14 || align="center" | 1 || align="center" | 22 || align="center" | -1 || align="center" | | | align="center" | 14 || align="center" | 1 || align="center" | 22 || align="center" | -1 || align="center" | 1 || align="center" | 3 || align="center" | H/H || align="center" | H/H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 922: | Line 922: | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
|- | |- | ||
| align="center" | 2 | | align="center" | 2 0 || align="center" | 2 1 || align="center" | 7 2 || align="center" | 4 4 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 932: | Line 932: | ||
| 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" | '''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" | Crouch Jab || align="center" | D | | align="center" | Crouch Jab || align="center" | D LP || align="center" | 20 || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 939: | Line 939: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 3 || align="center" | 4 || align="center" | | | align="center" | 4 || align="center" | 3 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 956: | Line 956: | ||
| 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" | '''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" | Crouch Strong || align="center" | D | | align="center" | Crouch Strong || align="center" | D MP || align="center" | 95 || align="center" | 7 || align="center" | No || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 963: | Line 963: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 5 || align="center" | 4 || align="center" | 7 || align="center" | | | align="center" | 5 || align="center" | 4 || align="center" | 7 || align="center" | 3 || align="center" | 4 || align="center" | 5 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 980: | Line 980: | ||
| 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" | '''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" | Crouch Fierce || align="center" | D | | align="center" | Crouch Fierce || align="center" | D HP || align="center" | 135 || align="center" | 11 || align="center" | No || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,004: | Line 1,004: | ||
| 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" | '''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" | Crouch Short || align="center" | D | | align="center" | Crouch Short || align="center" | D LK || align="center" | 20 || align="center" | 3 || align="center" | Yes || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,011: | Line 1,011: | ||
| 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''' | | 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''' | ||
|- | |- | ||
| align="center" | 5 || align="center" | 3 || align="center" | 7 || align="center" | | | align="center" | 5 || align="center" | 3 || align="center" | 7 || align="center" | 1 || align="center" | 1 || align="center" | 1 || align="center" | L || align="center" | L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 1,028: | Line 1,028: | ||
| 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" | '''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" | Crouch Foward || align="center" | D | | align="center" | Crouch Foward || align="center" | D MK || align="center" | 90 || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,052: | Line 1,052: | ||
| 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" | '''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" | Crouch Roundhouse || align="center" | D | | align="center" | Crouch Roundhouse || align="center" | D HK || align="center" | 135 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,076: | Line 1,076: | ||
| 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" | '''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" | Tenma Kuujin Kyaku || align="center" | (Air) D | | align="center" | Tenma Kuujin Kyaku || align="center" | (Air) D MK || align="center" | 90 || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,101: | Line 1,101: | ||
| 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" | '''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" | Target Combo || align="center" | (Close standing) MP->HP || align="center" | 115 | | align="center" | Target Combo || align="center" | (Close standing) MP->HP || align="center" | 115 80 || align="center" | 7 3 || align="center" | No/No || align="center" | Yes/No || align="center" | Yes/No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,115: | Line 1,115: | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
|- | |- | ||
| align="center" | 2 | | align="center" | 2 ? || align="center" | 4 1 || align="center" | 8 1 || align="center" | 4 4 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,128: | Line 1,128: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Gou Hadouken || align="center" | QCF | | align="center" | Gou Hadouken || align="center" | QCF P || align="center" | 60 || align="center" | 4 || align="center" | 3 || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,152: | Line 1,152: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Zankuu Hadouken || align="center" | (Air) QCF | | align="center" | Zankuu Hadouken || align="center" | (Air) QCF P || align="center" | 60 || align="center" | 4 || align="center" | 3 || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,176: | Line 1,176: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Shakunetsu Hadouken (Jab) || align="center" | HCB | | align="center" | Shakunetsu Hadouken (Jab) || align="center" | HCB LP || align="center" | 50 || align="center" | 3 || align="center" | 3 || align="center" | Yes | ||
|- | |- | ||
| align="center" | Shakunetsu Hadouken (Strong) || align="center" | HCB | | align="center" | Shakunetsu Hadouken (Strong) || align="center" | HCB MP || align="center" | 100(50 50) || align="center" | 3 3 || align="center" | 3 3 || align="center" | Yes | ||
|- | |- | ||
| align="center" | Shakunetsu Hadouken (Fierce) || align="center" | HCB | | align="center" | Shakunetsu Hadouken (Fierce) || align="center" | HCB HP || align="center" | 150(50 50 50) || align="center" | 3 3 3 || align="center" | 3 3 3 || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,200: | Line 1,200: | ||
| align="center" | Shakunetsu Hadouken (Jab) || align="center" | 0 || align="center" | 1 || align="center" | 1 || align="center" | 4 | | align="center" | Shakunetsu Hadouken (Jab) || align="center" | 0 || align="center" | 1 || align="center" | 1 || align="center" | 4 | ||
|- | |- | ||
| align="center" | Shakunetsu Hadouken (Strong) || align="center" | 0 || align="center" | 2(1 | | align="center" | Shakunetsu Hadouken (Strong) || align="center" | 0 || align="center" | 2(1 1) || align="center" | 2(1 1) || align="center" | 8(4 4) | ||
|- | |- | ||
| align="center" | Shakunetsu Hadouken (Fierce) || align="center" | 0 || align="center" | 3(1 | | align="center" | Shakunetsu Hadouken (Fierce) || align="center" | 0 || align="center" | 3(1 1 1) || align="center" | 3(1 1 1) || align="center" | 12(4 4 4) | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,212: | Line 1,212: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Tatsumaki Zankuukyaku (Short) || align="center" | QCB | | align="center" | Tatsumaki Zankuukyaku (Short) || align="center" | QCB LK || align="center" | 100 || align="center" | 6 || align="center" | 7 || align="center" | Yes | ||
|- | |- | ||
| align="center" | Tatsumaki Zankuukyaku (Foward) || align="center" | QCB | | align="center" | Tatsumaki Zankuukyaku (Foward) || align="center" | QCB MK || align="center" | 120(90 30) || align="center" | 15(11 2) || align="center" | 10(7 3) || align="center" | Yes/No | ||
|- | |- | ||
| align="center" | Tatsumaki Zankuukyaku (Roundhouse) || align="center" | QCB | | align="center" | Tatsumaki Zankuukyaku (Roundhouse) || align="center" | QCB HK || align="center" | 150(90 30 30) || align="center" | 17(11 2 2) || align="center" | 13(7 3 3) || align="center" | Yes/No/No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,236: | Line 1,236: | ||
| align="center" | Tatsumaki Zankuukyaku (Short) || align="center" | 3 || align="center" | 8 || align="center" | 13 || align="center" | 4 | | align="center" | Tatsumaki Zankuukyaku (Short) || align="center" | 3 || align="center" | 8 || align="center" | 13 || align="center" | 4 | ||
|- | |- | ||
| align="center" | Tatsumaki Zankuukyaku (Foward) || align="center" | 3 || align="center" | 9(8 | | align="center" | Tatsumaki Zankuukyaku (Foward) || align="center" | 3 || align="center" | 9(8 1) || align="center" | 15(13 2) || align="center" | 8(4 4) | ||
|- | |- | ||
| align="center" | Tatsumaki Zankuukyaku (Roundhouse) || align="center" | 3 || align="center" | 10(8 | | align="center" | Tatsumaki Zankuukyaku (Roundhouse) || align="center" | 3 || align="center" | 10(8 1 1) || align="center" | 17(13 2 2) || align="center" | 12(4 4 4) | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,248: | Line 1,248: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Air Tatsumaki Zankuukyaku (Short) || align="center" | (Air) QCB | | align="center" | Air Tatsumaki Zankuukyaku (Short) || align="center" | (Air) QCB LK || align="center" | 80 || align="center" | 5 || align="center" | 3 || align="center" | Yes | ||
|- | |- | ||
| align="center" | Air Tatsumaki Zankuukyaku (Foward) || align="center" | (Air) QCB | | align="center" | Air Tatsumaki Zankuukyaku (Foward) || align="center" | (Air) QCB MK || align="center" | 160(80 80) || align="center" | 5* || align="center" | 8(3 5) || align="center" | Yes | ||
|- | |- | ||
| align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | (Air) QCB | | align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | (Air) QCB HK || align="center" | 240(80 80 80) || align="center" | 5* || align="center" | 11(3 5 3) || align="center" | Yes | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;" | ||
Line 1,276: | Line 1,276: | ||
| align="center" | Air Tatsumaki Zankuukyaku (Short) || align="center" | 1 || align="center" | 1 || align="center" | 7 || align="center" | 4 | | align="center" | Air Tatsumaki Zankuukyaku (Short) || align="center" | 1 || align="center" | 1 || align="center" | 7 || align="center" | 4 | ||
|- | |- | ||
| align="center" | Air Tatsumaki Zankuukyaku (Foward) || align="center" | 2 || align="center" | 1* || align="center" | 9(7 | | align="center" | Air Tatsumaki Zankuukyaku (Foward) || align="center" | 2 || align="center" | 1* || align="center" | 9(7 2) || align="center" | 8(4 4) | ||
|- | |- | ||
| align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | 4 || align="center" | 1* || align="center" | 16(7 | | align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | 4 || align="center" | 1* || align="center" | 16(7 2 7) || align="center" | 12(4 4 4) | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;" | ||
Line 1,292: | Line 1,292: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Gou Shoryuken (Jab) || align="center" | F, D, DF | | align="center" | Gou Shoryuken (Jab) || align="center" | F, D, DF LP || align="center" | 130(100) || align="center" | 16(13) || align="center" | 11(9) || align="center" | Yes | ||
|- | |- | ||
| align="center" | Gou Shoryuken (Strong) || align="center" | F, D, DF | | align="center" | Gou Shoryuken (Strong) || align="center" | F, D, DF MP || align="center" | 150(100 50) || align="center" | 19(13 6) || align="center" | 14(11 3) || align="center" | Yes/No | ||
|- | |- | ||
| align="center" | Gou Shoryuken (Fierce) || align="center" | F, D, DF | | align="center" | Gou Shoryuken (Fierce) || align="center" | F, D, DF HP || align="center" | 180(60x3) || align="center" | 24(8x3) || align="center" | 15(11 3 3) || align="center" | Yes/Yes/No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,316: | Line 1,316: | ||
| align="center" | Gou Shoryuken (Jab) || align="center" | 3 || align="center" | 10 || align="center" | 15 || align="center" | 4 | | align="center" | Gou Shoryuken (Jab) || align="center" | 3 || align="center" | 10 || align="center" | 15 || align="center" | 4 | ||
|- | |- | ||
| align="center" | Gou Shoryuken (Strong) || align="center" | 3 || align="center" | 11(10 | | align="center" | Gou Shoryuken (Strong) || align="center" | 3 || align="center" | 11(10 1) || align="center" | 17(15 2) || align="center" | 8(4 4) | ||
|- | |- | ||
| align="center" | Gou Shoryuken (Fierce) || align="center" | 3 || align="center" | 12(10 | | align="center" | Gou Shoryuken (Fierce) || align="center" | 3 || align="center" | 12(10 1 1) || align="center" | 19(15 2 2) || align="center" | 12(4x3) | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,328: | Line 1,328: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Hyakki Shuu || align="center" | F, D, DF | | align="center" | Hyakki Shuu || align="center" | F, D, DF K || align="center" | - || align="center" | - || align="center" | - || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,352: | Line 1,352: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Hyakki Gouzan || align="center" | During F, D, DF | | align="center" | Hyakki Gouzan || align="center" | During F, D, DF K (No Input) || align="center" | 100 || align="center" | 13 || align="center" | 3 || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,376: | Line 1,376: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Hyakki Goushou || align="center" | During F, D, DF | | align="center" | Hyakki Goushou || align="center" | During F, D, DF K press P || align="center" | 130 || align="center" | 16 || align="center" | 13 || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,400: | Line 1,400: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Hyakki Goujin || align="center" | During F, D, DF | | align="center" | Hyakki Goujin || align="center" | During F, D, DF K press K || align="center" | 100 || align="center" | 13 || align="center" | 11 || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,424: | Line 1,424: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Hyakki Gousai || align="center" | During F, D, DF | | align="center" | Hyakki Gousai || align="center" | During F, D, DF K press LP LK || align="center" | 110 || align="center" | - || align="center" | 15 || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,448: | Line 1,448: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Ashura Senkuu (PP) || align="center" | F, D, DF | | align="center" | Ashura Senkuu (PP) || align="center" | F, D, DF PP || align="center" | - || align="center" | - || align="center" | - || align="center" | No | ||
|- | |- | ||
| align="center" | Ashura Senkuu (KK) || align="center" | F, D, DF | | align="center" | Ashura Senkuu (KK) || align="center" | F, D, DF KK || align="center" | - || align="center" | - || align="center" | - || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,478: | Line 1,478: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Ashura Senkuu (PP) || align="center" | B, D, DB | | align="center" | Ashura Senkuu (PP) || align="center" | B, D, DB PP || align="center" | - || align="center" | - || align="center" | - || align="center" | No | ||
|- | |- | ||
| align="center" | Ashura Senkuu (KK) || align="center" | B, D, DB | | align="center" | Ashura Senkuu (KK) || align="center" | B, D, DB KK || align="center" | - || align="center" | - || align="center" | - || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,510: | Line 1,510: | ||
| 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" | '''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" | I || align="center" | Messatsu Gou Hadou || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF | | align="center" | I || align="center" | Messatsu Gou Hadou || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF P || align="center" | 290* || align="center" | 19** || align="center" | 0 | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
|* (55x5) | |* (55x5) 60 Damage is when all hits connect. | ||
|- | |- | ||
|** (3x5) | |** (3x5) 4 Damage is when all hits connect. | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,533: | Line 1,533: | ||
| 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" | '''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" | I || align="center" | Tenma Gou Zankuu || align="center" | 2 bars (112 each bar) || align="center" | (Air) QCF QCF | | align="center" | I || align="center" | Tenma Gou Zankuu || align="center" | 2 bars (112 each bar) || align="center" | (Air) QCF QCF P || align="center" | 320* || align="center" | 25** || align="center" | 0 | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="26%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="26%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
|* (60x5) | |* (60x5) 80 Damage is when all hits connect. | ||
|- | |- | ||
|** (4x5) | |** (4x5) 5 Damage is when all hits connect. | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,556: | Line 1,556: | ||
| 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" | '''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" | II || align="center" | Messatsu Gou Shoryu || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF | | align="center" | II || align="center" | Messatsu Gou Shoryu || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF P || align="center" | 390* || align="center" | 44** || align="center" | 14*** | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
|* (40x3) | |* (40x3) 50 120 110 100 Damage is when all hits connect. | ||
|- | |- | ||
|** (5 | |** (5 3)x2 15 7 6 Damage is when all hits connect. | ||
|- | |- | ||
|*** (0 | |*** (0 3)x2 9 5 5 Damage is when all hits connect. | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,581: | Line 1,581: | ||
| 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" | '''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" | III || align="center" | Messatsu Gou Rasen || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF | | align="center" | III || align="center" | Messatsu Gou Rasen || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF K || align="center" | 390* || align="center" | 15** || align="center" | 0 | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
|* 70 | |* 70 (40x9) 130 Damage is when all hits connect. | ||
|- | |- | ||
|** This damage is when only 3 hits are blocked. Full blocked damage is 9 | |** This damage is when only 3 hits are blocked. Full blocked damage is 9 (3x9) 8 but its not possible to block all hits of this Super Art. | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,604: | Line 1,604: | ||
| 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" | '''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" | III || align="center" | Messatsu Gou Senpuu || align="center" | 2 bars (112 each) || align="center" | (Air) QCF QCF | | align="center" | III || align="center" | Messatsu Gou Senpuu || align="center" | 2 bars (112 each) || align="center" | (Air) QCF QCF K || align="center" | 405* || align="center" | 15** || align="center" | 0 | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
|* 60 | |* 60 (55x3) 70 (40x4) 130 Damage is when all hits connect. | ||
|- | |- | ||
|** This damage is only when 2 hits are blocked. Full blocked damage is 8 | |** This damage is only when 2 hits are blocked. Full blocked damage is 8 (7x3) 9 (3x4) 8 but its not possible to block all hits of this Super Art. | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,644: | Line 1,644: | ||
| 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" | '''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" | any || align="center" | Kongou Kokuretsu Zan || align="center" | Requieres MAX gauge (2 full bars/224) || align="center" | DDD | | align="center" | any || align="center" | Kongou Kokuretsu Zan || align="center" | Requieres MAX gauge (2 full bars/224) || align="center" | DDD PPP || align="center" | 640* || align="center" | 126** || align="center" | 26*** | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
|* 370(300) | |* 370(300) (55x2) 40 (55x2) (40x4) Damage is when all hits connect. | ||
|- | |- | ||
|** This damage is only when 6 hits are blocked. | |** This damage is only when 6 hits are blocked. | ||
|- | |- | ||
|*** 15(15) | |*** 15(15) (3x9) Damage is when all hits connect. | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,674: | Line 1,674: | ||
*UOH | *UOH | ||
*F | *F MP | ||
*Air Hadouken | *Air Hadouken | ||
Line 1,681: | Line 1,681: | ||
=== Midscreen === | === Midscreen === | ||
You may add some moves such as; Dive Kick, J | You may add some moves such as; Dive Kick, J HP, J Tatsu, J Hadou, etc. before these combos for more damage/hits. | ||
==== Everyone ==== | ==== Everyone ==== | ||
*MP HP (Target Combo) | *MP HP (Target Combo) | ||
*C | *C MK, LK-Tatsu, Shoryu | ||
*S | *S HP, LK-Tatsu, Shoryu | ||
*C | *C MK, MK-Tatsu, MP-Shoryu (Does not work on Hugo) | ||
==== Specific to: ==== | ==== Specific to: ==== | ||
Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena | Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena | ||
*C | *C MK, MK-Tatsu, HP-Shoryu | ||
=== Hit Confirms === | === Hit Confirms === | ||
Line 1,702: | Line 1,702: | ||
==== SA1 ==== | ==== SA1 ==== | ||
*C | *C MK, SA1 | ||
*C | *C LK x2 xx SA1 | ||
*C | *C LK, C LP, C LK xx SA1 | ||
*C | *C MP, SA1 | ||
*Close S.MK, SA1 | *Close S.MK, SA1 | ||
==== SA2 ==== | ==== SA2 ==== | ||
*C | *C HP, MP Shoryu xx SA2 | ||
*C | *C MK, MP Shoryu xx SA2 | ||
*J | *J HP, C MP/C MK, MP-Shoryu xx SA2 | ||
*C | *C LK x2 xx SA2 | ||
==== SA3 ==== | ==== SA3 ==== | ||
*C | *C MK xx SA3. | ||
*J | *J HK, C HP, LK-Tatsu xx SA3 | ||
=== Other === | === Other === | ||
Line 1,725: | Line 1,725: | ||
* (far) HK, Shun Goku Satsu | * (far) HK, Shun Goku Satsu | ||
* C | * C MK, LK-Tatsu, LP (reset), Kongou Kokuretsu Zan | ||
=== Corner === | === Corner === | ||
You can add Akuma's dive kick or a J | You can add Akuma's dive kick or a J HP before these combos for more damage. | ||
*C | *C MK, Tatsu, Shoryu xx SA1, Shoryu | ||
*C | *C MK, Tatsu, Shoryu xx SA1, SA1, Shoryu | ||
== Frame Data == | == Frame Data == | ||
*All Framedatas in this section are taken from [http://ensabahnur.free.fr/Baston/index.php?page=gameChars | *All Framedatas in this section are taken from [http://ensabahnur.free.fr/Baston/index.php?page=gameChars | ||
Revision as of 23:56, 11 November 2007
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Introduction
When playing Akuma the basic goal is to use his superior zoning ability in order to control your opponent’s options, and at the same time, minimizing the risk of getting hit yourself.
It is very important to note (if you haven't noticed already) that Akuma has THE WORST defense rating of the characters in 3S. He is also tied with Remy for having the smallest stun bar of all of the characters 3S.
You should also note that Akuma's supers are all the same length, and that he has no EX moves. All this was done to counter balance his incredible offense and mix-up. Many people are turned away from Akuma because they see him as being too inconsistent due to his stamina, but I hope to reassure you that by making smart decisions during the match, Akuma has no holes at all in his game.
Specific Character Information
- Stamina: 950
- Stun Bar Length (dots): 56
- Stun Bar Recovery (frames it takes to recover 1 dot): 23
- Taunt: Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum.
- Best Kara-Throw: F MP
Colors
Moves List
Basic Moves
Foward | F |
Back | B |
Crouch | C |
Jump | J |
Jump Foward | JF |
Jump Backwards | JB |
Super Jump | D-U |
Super Jump Foward | D-UF |
Super Jump Backwards | D-UB |
Dash Foward | FF |
Dash Backwards | BB |
Quarter Circle Foward | QCF |
Quarter Circle Backwards | QCB |
Half Circle Backwards | HCB |
Foward, Down, Down-Foward | F, D, DF / DP |
Back, Down, Down-Backwards | B, D, DB |
Guard (High) | B when enemy is attacking |
Guard (Low) | DB when enemy is attacking |
Parry (High) | Tap F when about to take a hit |
Parry (Low) | Tap D when about to take a hit |
Parry (Air) | Tap F in air when about to take a hit |
Red Parry | Execute parry after blocking a hit in a combo |
Punch (Any) | P |
Kick (Any) | K |
2 Punches | PP |
2 Kicks | KK |
3 Punches | PPP |
3 Kicks | KKK |
Jab | LP |
Strong | MP |
Fierce | HP |
Short | LK |
Foward | MK |
Roundhouse | HK |
Normal Moves
Move | Motion |
Jab | LP |
Strong | MP |
Fierce | HP |
Close Jab | (Close to opponent) LP |
Close Strong | (Close to opponent) MP |
Close Fierce | (Close to opponent) HP |
Short | LK |
Foward | MK |
Roundhouse | HK |
Close Foward | (Close to opponent) MK |
Close Roundhouse | (Close to opponent) HK |
Jumping Jab | (Air) LP |
Jumping Strong | (Air) MP |
Jumping Fierce | (Air) HP |
Neutral Jumping Fierce | (Air) HP |
Jumping Short | (Air) LK |
Jumping Foward | (Air) MK |
Neutral Jumping Foward | (Air) MK |
Jumping Roundhouse | (Air) HK |
Neutral Jumping Roundhouse | (Air) HK |
Overhead | MP MK |
Taunt | HP HK |
Throws
Move Name | Motion |
Seoi Nage | LP LK or F LP LK |
Tomoe Nage | B LP LK |
Command Normals
Move Name | Motion |
Zugai Hasatsu | F MP |
Crouching Jab | D LP |
Crouching Strong | D MP |
Crouching Fierce | D HP |
Crouching Short | D LK |
Crouching Foward | D MK |
Crouching Roundhouse | D HK |
Tenma Kuujin Kyaku | Jump Foward, D MK |
Target Combos
- close standing MP -> HP
Special Moves
Move Name | Motion |
Gou Hadouken | QCF P |
Zankuu Hadouken | (Air) QCF P |
Shakunestu Hadouken | HCB P |
Tatsumaki Zankuukyaku | QCB K |
Tatsumaki Zankuukyaku (Air) | (Air) QCB K |
Gou Shoryuken | F, D, DF P |
Hyakki Shuu | F, D, DF K |
Hyakki Gouzan | During F, D, DF K (No input) |
Hyakki Goushou | During F, D, DF K, press P |
Hyakki Goujin | During F, D, DF K, press K |
Hyakki Gousai | During F, D, DF K, press LP LK when directly on top of opponent |
Ashura Senkuu | F, D, DF KK or F, D, DF KKK |
Ashura Senkuu | F, D, DF PP or F, D, DF PPP |
Ashura Senkuu | B ,D ,DB KK or B ,D ,DB KKK |
Ashura Senkuu | B ,D ,DB PP or B ,D ,DB PPP |
EX Moves
Akuma has no EX moves.
Super Arts
Num. | Super Art Name | Motion | Super Bars |
I | Messatsu Gou Hadou | QCF QCF P | 2 stocks |
I | Tenma Gou Zankuu | (Air) QCF QCF P | 2 stocks |
II | Messatsu Gou Shoryuu | QCF QCF P | 2 stocks |
III | Messatsu Gou Rasen | QCF QCF K | 2 stocks |
III | Messatsu Gou Senpuu | (Air) QCF QCF K | 2 stocks |
any | Shun Goku Satsu | LP LP F LK HP | MAX required |
any | Kongou Kokuretsu Zan | DDD PP or DDD PPP | MAX required |
Move Analisys
- All those sprites are taken from the site http://www.zweifuss.com/index.htm
- All Framedatas in "Move Analisys" section are taken from Game Restaurant
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, fireball balls, 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 1rst frame it hits, so enemy takes damage but they still dont make the "pain" frame.
Basic Moves
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Foward | 2 | 8 | - | 6 (4) | 16 (14) |
Comments here
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Backwards | 4 | 4 | - | 6 | 14 |
Comments here
Move | Motion | Frames |
Jump | BU or U or FU | 3 |
Comments here
Move | Motion | Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 77 |
Comments here
Move | Motion | Frames |
Tech Wakeup | Tap D when hitting the ground | 50 |
Comments here
Move | Motion | Frames | Gauge Increase |
Taunt | HP HK | 66 | 4(6) |
Comments here
Normal Moves
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Jab | LP | 20 | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 3 | 4 | 4 | 4 | 4 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Strong | MP | 105 | 11 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 9 | 4 | 5 | 5 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Fierce | HP | 140 | 15 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 5 | 22 | -6 | -4 | -2 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Jab | (Close to opponent) LP | 30 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 3 | 5 | 3 | 3 | 3 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Strong | (Close to opponent) MP | 115 | 7 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 10 | 1 | 2 | 3 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Fierce | (Close to opponent) HP | 135 | 15 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 4 | 17 | -4 | -2 | 0 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Short | LK | 40 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 4 | 7 | 2 | 2 | 2 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Foward | MK | 95 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | 17 | -7 | -6 | -5 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Roundhouse | HK | 145 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | 5 | 20 | -7 | -5 | -3 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Foward | (Close to opponent) MK | 115 | 9 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 5 | 11 | 2 | 4 | 6 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Roundhouse | (Close to opponent) HK | 120 80(40) | 13 11(7) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5/7 | 3/5 | 19 | -6 | -4 | -2 | H/L | H/L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
4 | 8 | 16 | 8(4 4) |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Jab | (Air) LP | 40(50 if neutral jump) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | Until landing | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Strong | (Air) MP | 90 | 9 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Fierce | (Air) HP | 130 | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 4 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Fierce | (Air) HP | 130 | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 3 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Short | (Air) LK | 40 | 5 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 10(19 if neutral jump) | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Foward | (Air) MK | 80 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Foward | (Air) MK | 80 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Roundhouse | (Air) HK | 120 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 4 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Roundhouse | (Air) HK | 120 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 5 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Universal Overhead | MP MK | 40 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15 | 8 | 7 | -5~ 7 | 0~ 8 | 1~ 9 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Throws
Move | Motion | Damage | Stun Damage | Throw Range |
Seoi Nage | LP LK or F LP LK | 110 | 9 | 24 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 7 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range |
Tomoe Nage | B LP LK | 110 | 15 | 24 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 7 |
Comments here
Command Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Zugai Hasatsu | F MP | 40 50 | 9 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
14 | 1 | 22 | -1 | 1 | 3 | H/H | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 0 | 2 1 | 7 2 | 4 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Jab | D LP | 20 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 3 | 4 | 4 | 4 | 4 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Strong | D MP | 95 | 7 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 7 | 3 | 4 | 5 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Fierce | D HP | 135 | 11 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | 19 | -8 | -6 | -4 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Short | D LK | 20 | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 3 | 7 | 1 | 1 | 1 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Foward | D MK | 90 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 5 | 16 | -3 | -2 | -1 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Roundhouse | D HK | 135 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 5 | 25 | -15 | Down | Down | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Tenma Kuujin Kyaku | (Air) D MK | 90 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | Until landing | 3 | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Target Combo
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Target Combo | (Close standing) MP->HP | 115 80 | 7 3 | No/No | Yes/No | Yes/No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | - | - | -12 | -10 | -8 | H or L/H or L | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 ? | 4 1 | 8 1 | 4 4 |
Comments here
Special Moves
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.
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Gou Hadouken | QCF P | 60 | 4 | 3 | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 1 | 38 | -11 | -10 | -10 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 1 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Zankuu Hadouken | (Air) QCF P | 60 | 4 | 3 | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
11 | 1 | 7 | - | - | - | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 1 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Shakunetsu Hadouken (Jab) | HCB LP | 50 | 3 | 3 | Yes |
Shakunetsu Hadouken (Strong) | HCB MP | 100(50 50) | 3 3 | 3 3 | Yes |
Shakunetsu Hadouken (Fierce) | HCB HP | 150(50 50 50) | 3 3 3 | 3 3 3 | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Shakunetsu Hadouken (Jab) | 13 | 1 | 42 | -23 | Down | Down | H or L | H |
Shakunetsu Hadouken (Strong) | 17 | 1 | 43 | -18 | Down | Down | H or L/H or L | H/H |
Shakunetsu Hadouken (Fierce) | 21 | 1 | 44 | -15 | Down | Down | H or L/H or L/H or L | H/H/H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Shakunetsu Hadouken (Jab) | 0 | 1 | 1 | 4 |
Shakunetsu Hadouken (Strong) | 0 | 2(1 1) | 2(1 1) | 8(4 4) |
Shakunetsu Hadouken (Fierce) | 0 | 3(1 1 1) | 3(1 1 1) | 12(4 4 4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Tatsumaki Zankuukyaku (Short) | QCB LK | 100 | 6 | 7 | Yes |
Tatsumaki Zankuukyaku (Foward) | QCB MK | 120(90 30) | 15(11 2) | 10(7 3) | Yes/No |
Tatsumaki Zankuukyaku (Roundhouse) | QCB HK | 150(90 30 30) | 17(11 2 2) | 13(7 3 3) | Yes/No/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Tatsumaki Zankuukyaku (Short) | 11 | 2 | 17 | -12 | Down | Down | H or L | H |
Tatsumaki Zankuukyaku (Foward) | 2 | 2 | 16 | -8 | Down | Down | H or L | H |
Tatsumaki Zankuukyaku (Roundhouse) | 2 | 2 | 10 | -5 | Down | Down | H or L | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Tatsumaki Zankuukyaku (Short) | 3 | 8 | 13 | 4 |
Tatsumaki Zankuukyaku (Foward) | 3 | 9(8 1) | 15(13 2) | 8(4 4) |
Tatsumaki Zankuukyaku (Roundhouse) | 3 | 10(8 1 1) | 17(13 2 2) | 12(4 4 4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Air Tatsumaki Zankuukyaku (Short) | (Air) QCB LK | 80 | 5 | 3 | Yes |
Air Tatsumaki Zankuukyaku (Foward) | (Air) QCB MK | 160(80 80) | 5* | 8(3 5) | Yes |
Air Tatsumaki Zankuukyaku (Roundhouse) | (Air) QCB HK | 240(80 80 80) | 5* | 11(3 5 3) | Yes |
(*) Blocked damage is for 1 hit only, its not possible to block more hits |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Air Tatsumaki Zankuukyaku (Short) | 5 | 2 | 9 | - | - | - | H or L | H |
Air Tatsumaki Zankuukyaku (Foward) | 5 | 2 | 9 | - | - | - | H or L | H |
Air Tatsumaki Zankuukyaku (Roundhouse) | 5 | 2 | 9 | - | - | - | H or L | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Air Tatsumaki Zankuukyaku (Short) | 1 | 1 | 7 | 4 |
Air Tatsumaki Zankuukyaku (Foward) | 2 | 1* | 9(7 2) | 8(4 4) |
Air Tatsumaki Zankuukyaku (Roundhouse) | 4 | 1* | 16(7 2 7) | 12(4 4 4) |
(*) Gauge increase for blocked hit is for 1 hit only, its not possible to block more hits |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Gou Shoryuken (Jab) | F, D, DF LP | 130(100) | 16(13) | 11(9) | Yes |
Gou Shoryuken (Strong) | F, D, DF MP | 150(100 50) | 19(13 6) | 14(11 3) | Yes/No |
Gou Shoryuken (Fierce) | F, D, DF HP | 180(60x3) | 24(8x3) | 15(11 3 3) | Yes/Yes/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Gou Shoryuken (Jab) | 3 | 14 | 26 | -24 | Down | Down | H or L | H or L |
Gou Shoryuken (Strong) | 2 | 2/5 | 41 | -30 | Down | Down | H or L/H or L | H or L/H or L |
Gou Shoryuken (Fierce) | 1 | 2/2/19 | 35 | -34 | Down | Down | H or L/H or L/H or L | H or L/H or L/H or L |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Gou Shoryuken (Jab) | 3 | 10 | 15 | 4 |
Gou Shoryuken (Strong) | 3 | 11(10 1) | 17(15 2) | 8(4 4) |
Gou Shoryuken (Fierce) | 3 | 12(10 1 1) | 19(15 2 2) | 12(4x3) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Shuu | F, D, DF K | - | - | - | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
- | 36 | - | - | - | - | - | - |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
- | - | - | - |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Gouzan | During F, D, DF K (No Input) | 100 | 13 | 3 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
41 | 15 | 13 | -11 | Down | Down | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Goushou | During F, D, DF K press P | 130 | 16 | 13 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
10 | 3 | 17 | - | Down | Down | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Goujin | During F, D, DF K press K | 100 | 13 | 11 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | Until landing | 3 | - | - | - | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Gousai | During F, D, DF K press LP LK | 110 | - | 15 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 2 | 17 | - | - | - | - | - |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | - | 7 | - |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Ashura Senkuu (PP) | F, D, DF PP | - | - | - | No |
Ashura Senkuu (KK) | F, D, DF KK | - | - | - | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Ashura Senkuu (PP) | 20 | 46 | 9 | - | - | - | - | - |
Ashura Senkuu (KK) | 20 | 30 | 9 | - | - | - | - | - |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Ashura Senkuu (PP) | - | - | - | - |
Ashura Senkuu (KK) | - | - | - | - |
Travels foward, and as you can see it in the "Frame Data", (PP) travels further than (KK)
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Ashura Senkuu (PP) | B, D, DB PP | - | - | - | No |
Ashura Senkuu (KK) | B, D, DB KK | - | - | - | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Ashura Senkuu (PP) | 20 | 46 | 9 | - | - | - | - | - |
Ashura Senkuu (KK) | 20 | 30 | 9 | - | - | - | - | - |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Ashura Senkuu (PP) | - | - | - | - |
Ashura Senkuu (KK) | - | - | - | - |
Travels backwards, and as you can see it in the "Frame Data", (PP) travels further than (KK)
Super Arts
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
I | Messatsu Gou Hadou | 2 bars (112 each bar) | QCF QCF P | 290* | 19** | 0 |
* (55x5) 60 Damage is when all hits connect. |
** (3x5) 4 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 49 | -13 | Down | Down | (H or L)x6 | Hx6 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
I | Tenma Gou Zankuu | 2 bars (112 each bar) | (Air) QCF QCF P | 320* | 25** | 0 |
* (60x5) 80 Damage is when all hits connect. |
** (4x5) 5 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 1 | 13 | -49 | Down | Down | (H or L)x6 | Hx6 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
II | Messatsu Gou Shoryu | 2 bars (112 each bar) | QCF QCF P | 390* | 44** | 14*** |
* (40x3) 50 120 110 100 Damage is when all hits connect. |
** (5 3)x2 15 7 6 Damage is when all hits connect. |
*** (0 3)x2 9 5 5 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1 | 2 | 37 | -25 | Down | Down | (H or L)x7 | (H or L)x7 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
III | Messatsu Gou Rasen | 2 bars (112 each bar) | QCF QCF K | 390* | 15** | 0 |
* 70 (40x9) 130 Damage is when all hits connect. |
** This damage is when only 3 hits are blocked. Full blocked damage is 9 (3x9) 8 but its not possible to block all hits of this Super Art. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 2 | 51 | -35 | Down | Down | H or Lx1~4 | Hx1~11 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
III | Messatsu Gou Senpuu | 2 bars (112 each) | (Air) QCF QCF K | 405* | 15** | 0 |
* 60 (55x3) 70 (40x4) 130 Damage is when all hits connect. |
** This damage is only when 2 hits are blocked. Full blocked damage is 8 (7x3) 9 (3x4) 8 but its not possible to block all hits of this Super Art. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | 1 | 51 | -35 | Down | Down | H or Lx1~3 | Hx1~10 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
any | Shun Goku Satsu | Requieres MAX gauge (2 full bars/224) | LP LP F LK HP | 490 | - | 0 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1 | 38 | 2 | - | Down | Down | Impossible | Impossible |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
any | Kongou Kokuretsu Zan | Requieres MAX gauge (2 full bars/224) | DDD PPP | 640* | 126** | 26*** |
* 370(300) (55x2) 40 (55x2) (40x4) Damage is when all hits connect. |
** This damage is only when 6 hits are blocked. |
*** 15(15) (3x9) Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
16 | 6 | 58 | -26 | Down | Down | H or Lx9 | Impossible/H or Lx8 |
Comments here
Meaties:
- S.MK
- S.MP
- C.LK
- UOH
- F MP
- Air Hadouken
Combos
Midscreen
You may add some moves such as; Dive Kick, J HP, J Tatsu, J Hadou, etc. before these combos for more damage/hits.
Everyone
- MP HP (Target Combo)
- C MK, LK-Tatsu, Shoryu
- S HP, LK-Tatsu, Shoryu
- C MK, MK-Tatsu, MP-Shoryu (Does not work on Hugo)
Specific to:
Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena
- C MK, MK-Tatsu, HP-Shoryu
Hit Confirms
- C.LK, C.LK xx SA1 (Also C.LK, C.LP, C.LK or C.LK x3 on some characters)
- Close S.MK, SA1
- Dive Kick, SA1
- Dive Kick, HP Dragon Punch
SA1
- C MK, SA1
- C LK x2 xx SA1
- C LK, C LP, C LK xx SA1
- C MP, SA1
- Close S.MK, SA1
SA2
- C HP, MP Shoryu xx SA2
- C MK, MP Shoryu xx SA2
- J HP, C MP/C MK, MP-Shoryu xx SA2
- C LK x2 xx SA2
SA3
- C MK xx SA3.
- J HK, C HP, LK-Tatsu xx SA3
Other
- (far) HK, Shun Goku Satsu
- C MK, LK-Tatsu, LP (reset), Kongou Kokuretsu Zan
Corner
You can add Akuma's dive kick or a J HP before these combos for more damage.
- C MK, Tatsu, Shoryu xx SA1, Shoryu
- C MK, Tatsu, Shoryu xx SA1, SA1, Shoryu
Frame Data
- All Framedatas in this section are taken from [http://ensabahnur.free.fr/Baston/index.php?page=gameChars