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Block
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Super Meter
|
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Frames
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Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
Close
|
HL
|
65
|
100
|
40
|
sp/su
|
5
|
2
|
11
|
+4
|
+7
|
|
|
Close
|
HL
|
100
|
200
|
60
|
sp/su
|
8
|
2
|
16
|
0
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+4
|
|
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Close
|
HL
|
35
|
50
|
20
|
-
|
5
|
2
|
9
|
0
|
+3
|
|
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Close
|
HL
|
70
|
100
|
40
|
sp/su
|
3
|
2
|
13
|
-1
|
+2
|
|
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Close
|
HL
|
40*70
|
125*75
|
60*20
|
su
|
4
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2(4)3
|
15
|
0
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+5
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(Bend H) Stiffness difference +4
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Far
|
HL
|
30
|
50
|
20
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ch/sp/su
|
5
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2
|
9
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0
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+3
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Far
|
HL
|
80
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100
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40
|
su
|
5
|
2
|
11
|
+1
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+4
|
|
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Far
|
HL
|
120
|
200
|
60
|
-
|
8
|
3
|
15
|
0
|
+4
|
|
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Far
|
HL
|
40
|
50
|
20
|
ch
|
6
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2
|
9
|
0
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+3
|
|
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Far
|
HL
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75
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100
|
40
|
-
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7
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2
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13
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-1
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+2
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Far
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HL
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110
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200
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60
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-
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8
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2
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19
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-3
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0
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crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
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+3
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crouch
|
L
|
70
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100
|
40
|
sp/su
|
5
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2
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14
|
-2
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+1
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|
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crouch
|
HL
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80
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200
|
60
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sp/su
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6
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4
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22
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-8
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-4
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crouch
|
L
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40
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50
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20
|
sp/su
|
5
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4
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9
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-2
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+1
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crouch
|
HL
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70
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100
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40
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sp/su
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4
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3
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16
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-5
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-2
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crouch
|
L
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100
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100
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60
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-
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6
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3
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18
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-3
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-
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(H) Down effect Hard Knockdown
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Jump up
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H
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50
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50
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20
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-
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5
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6
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-
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-
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-
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(Fly) until continuing ends (leg area only)
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Jump up
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H
|
85
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100
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40
|
-
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5
|
4
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-
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-
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-
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(Fly) until continuing ends (leg area only)
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Jump up
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H
|
105
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200
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60
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-
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6
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4
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-
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-
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-
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(Fly) until continuing ends (leg area only), (Sky H) Blown away effect air to air forces slam effect, techable knockdown
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Jump up
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H
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40
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50
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20
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-
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6
|
7
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-
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-
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-
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(Fly) until continuing ends (leg area only)
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Jump up
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H
|
80
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100
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40
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-
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6
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3
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-
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-
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-
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(Fly) until continuing ends (leg area only)
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Jump up
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H
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100
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200
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60
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-
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7
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3
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-
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-
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-
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(Fly) until continuing ends (leg area only), (Sky H) Blown away effect
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Jump forward
|
H
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50
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50
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20
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-
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5
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5
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-
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-
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-
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(Fly) until continuing ends (leg area only)
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Jump forward
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H
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50*30
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50*50
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40*20
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-
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4
|
2*2
|
-
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-
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-
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(Fly) until continuing ends (leg area only)/First level (Sky H) floating effect/2nd level (Sky H) Blown away effect, Pursuit possible skill First hit induces float state, 2nd hit techable knockdown and pursuit property.
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Jump forward
|
H
|
100
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200
|
60
|
-
|
5
|
3
|
-
|
-
|
-
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(Fly) until continuing ends (leg area only)
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Jump forward
|
H
|
40
|
50
|
20
|
-
|
7
|
8
|
-
|
-
|
-
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(Fly) until continuing ends (leg area only)
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Jump forward
|
H
|
70
|
100
|
40
|
-
|
7
|
4
|
-
|
-
|
-
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(Fly) until continuing ends (leg area only)
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Jump forward
|
H
|
100
|
200
|
60
|
-
|
8
|
3
|
-
|
-
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-
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(Fly) until continuing ends (leg area only) air to air forces slam effect, techable knockdown
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+ Overhead
|
H
|
80
|
100
|
40
|
-
|
17
|
2
|
15
|
-3
|
+2
|
(Ground H) Forced standing effect
|
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Dive Kick
|
H
|
60
|
100
|
40
|
-
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12
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until ground
|
-
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-
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-
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Focus Attack LVL 1
|
HL
|
65
|
100
|
20
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-
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21
|
2
|
35
|
-21
|
-21
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1-10 or Until after releasing button 1 (a)/ (Sky H) Blown away effect / 5-11 or (H) or (G) Dash and Backstep - cancel possible/ 12 occuring after releasing holding button
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Focus attack LVL 2
|
HL
|
85
|
150
|
40
|
-
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17+12
|
2
|
35
|
-15
|
-
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1- until after releasing button (a)/(Ground H) collapsing effect/ (Sky H) floating effect / 5- while gathering or (H) or (G) with dash and backstep - possible to cancel/ gathering time 17 - 49/ occuring after releasing button 12
|
|
Focus attack LVL 3
|
-
|
150
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
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1-64 (a) / AB effect / (Ground H) collapsing effect / (Sky H) floating effect / 5-50 or (H) or (G) dash and backstep - possible to cancel / gathering time 50
|
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Forward Throw
|
0.91
|
140
|
150
|
40
|
-
|
3
|
2
|
20
|
-
|
-
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(H) Down effect Hard Knockdown
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Back throw
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0.90
|
1
|
0
|
40
|
-
|
5
|
2
|
24
|
-
|
-
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(H) Floating effect (Da)/ After stiffness ends 21, down the opponent Juggle ends on frame 21, then hard knockdown
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Gohadoken
|
HL
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55
|
50
|
10/20
|
su
|
17[8]
|
-
|
41[32]
|
+2
|
+6
|
Sky H) floating effect / 20-21 (11-12) each type of canceling possible / hold down the button and able to gather effect. ( ) is for after the button is released. juggle, FADCable
|
|
Gohadoken charge
|
HL
|
55*55
|
50*50
|
10/10*10
|
su
|
68
|
-
|
93
|
+9
|
+13
|
(Sky H) Floating effect / 71-72 each type of canceling possible juggle, FADCable
|
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Gohadoken
|
HL
|
60*60
|
80*80
|
-250/0
|
su
|
17[8]
|
-
|
55[46]
|
+4
|
-
|
(Sky H) floating effect / second level (H) floating effect / second one occuring at 33 (24)/ 20-36 (11-27) each type of canceling possible / gathering possible by holding down button. ( ) is after the button is released juggle, FADCable
|
|
Gohadoken charge
|
HL
|
60x4
|
80x4
|
-250/0
|
su
|
68
|
-
|
107
|
+13
|
-
|
align="left" (Sky H) floating effect / 3-4th level (H) floating level / second one occuring at 86/ 71-89 each type of canceling possible / second one occuring at 86 juggle, FADCable
|
|
Rush Punch
|
HL
|
90
|
150
|
10/20
|
su
|
9
|
4
|
21
|
-4
|
-
|
(H) blown away effect/ AB effect
|
|
Rush Punch
|
HL
|
130
|
200
|
10/20
|
su
|
27[17]
|
4
|
23
|
-6
|
-
|
5-19 (9) (None)/ (H) blown away effect/ AB effect/ occurance changes based on distance/ ( ) is for when it is very close
|
|
Rush Punch
|
HL
|
140
|
200
|
10/20
|
su
|
35[20]
|
4
|
23
|
-6
|
-
|
8-27 (12) (None)/ (H) blown away effect/ AB effect/occurance changes based on distance/ ( ) is for when it is very close
|
|
Rush Punch
|
HL
|
90*60
|
100*50
|
-250/0
|
su
|
32[17]
|
4(11)4
|
22
|
-5
|
-
|
5-24 (9) (None) First level (Ground H) effect of forcing to stand, (Sky H) blown away effect/ second level (H) floating effect/ AB effect/ chasing possible skill/ occurance changes based on distance/ ( ) is for when it is very close
|
|
Hurricane Kick
|
HL
|
60*20*40
|
100*25*25
|
10/20*10*10
|
su
|
7
|
2(8)2(10)2
|
41+26
|
-70
|
-
|
9- (Sky) / First level (H) floating effect/ 2-3rd level (H) blown away effect, chasing possible skill Airborne on frame 9
|
|
Hurricane Kick
|
HL
|
65*20x2*50
|
100*25x3
|
10/20*10x3
|
su
|
10
|
2(8)2(8)2(10)2
|
44+26
|
-83
|
-
|
12- (Sky)/ First level (H) floating effect/2-4th level (H) blown away effect, chasing possible skill Airborne on frame 12
|
|
Hurricane Kick
|
HL
|
70*20x3*55
|
100*20x3*40
|
10/20*10x4
|
su
|
13
|
2(8)2(7)2(8)2(11)2
|
53+26
|
-102
|
-
|
15- (Sky)/First level (H) floating effect/2-5th level (H) blown away effect, chasing possible skill Airborne on frame 15
|
|
Hurricane Kick
|
HL
|
80*10x6*60
|
100*10x6*40
|
-250/0
|
su
|
7
|
???
|
53+26
|
-97
|
-
|
1-8 (None)/9- (Sky) / First level (H) floating effect/ 2-8th level (H) blown away effect, chasing possible skill/ to continue, 2(8)2(2)2(2)….. / when hitting opponent at first level, lock opponent. frames 1-8 invincible, airborne on frame 9. First hit locks opponent.
|
|
Hurricane Kick (air)
|
HL
|
100
|
200
|
10/30
|
-
|
6
|
2(4)2(3)2
|
20
|
-
|
-
|
(H) blown away effect/ when jumping behind, will move behind
|
|
Hurricane Kick (air)
|
HL
|
110
|
200
|
10/30
|
-
|
6
|
???
|
20
|
-
|
-
|
(H) blown away effect/ when jumping behind, will move behind/ to continue, 2(4)2(3)….
|
|
Hurricane Kick (air)
|
HL
|
120
|
200
|
10/30
|
-
|
6
|
???
|
20
|
-
|
-
|
(H) blown away effect/ when jumping behind, will move behind/ to continue, 2(4)2(3)….
|
|
Hurricane Kick (air)
|
HL
|
140
|
200
|
-250/0
|
-
|
6
|
???
|
20
|
-
|
-
|
(H) blown away effect/ the change of direction will change during movement with Right and Left/ to continue, 2(4)2(3)…
|
|
Demon Flip
|
-
|
-
|
-
|
30/-
|
-
|
-
|
-
|
-
|
-
|
-
|
SOMETHING at 40" probably refers to the sweep kick 5-39 (Sky)/27-37each type of secondary skill possible to switchover/ switch over to SOMETHING at 40/ EX version - search for opponent Airborne on frames 5 ~ 39, frames 27 ~ 37 activate parry/kick/throw, sweep activates on frame 40
|
|
Demon Flip
|
-
|
-
|
-
|
0/0
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Demon Flip Slide
|
L
|
100
|
200
|
0/30
|
-
|
39+4
|
11
|
20
|
-13
|
-
|
(H) down effect Hard Knockdown
|
|
Demon Flip Focus
|
-
|
-
|
-
|
-
|
-
|
4
|
Until ground
|
???6
|
-
|
-
|
4- until landing (a)
|
|
Demon Flip Kick
|
HL
|
80
|
100
|
0/20
|
-
|
12
|
Until ground
|
4
|
-
|
-
|
(Ground H) Forced standing effect Forced stand on grounded opponent
|
|
Demon Flip Throw
|
1.17
|
150
|
200
|
0/30
|
-
|
3
|
2
|
12
|
-
|
-
|
(H) down effect hard knockdown
|
|
Counter
|
-
|
-
|
-
|
10/-
|
su
|
1
|
14
|
18
|
-
|
-
|
1-14 knockout blow possible/ determination of knock out blow is Weak (P): lower body, Medium (P): torso, Strong (P): Upper head, EX: whole body/when knockout is successful, incurs recoverable damage. Frames 1~14 counter is active
|
|
Counter activated
|
-
|
150
|
150
|
0/25
|
su
|
12
|
10
|
43
|
-
|
-
|
7-21 (None) / (H) floating effect/ AB effect
|
|
Super Combo
|
HL
|
85*40x5*60
|
0
|
-1000/0
|
-
|
1+10
|
3*2*3*3*2*3*3
|
30+31
|
-57
|
-
|
after dark tumble = flash? 1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ AB effect/ 2-7th level chasing possible skill/ lock opponent upon first level hit/ stiffness difference is up to 2nd level invincible frames 1 ~ 12, 13th frame is airborne, hits 2 through 7 can juggle? Locks for full damage on 1st hit
|
|
Ultra Combo 1
|
HL
|
135*40x5*90 [503]
|
0
|
0/0
|
-
|
0+11
|
2*3*3*2*3*3*2*4
|
42+51
|
-88
|
-
|
1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ AB effect/ 2-7th level chasing possible skill/ lock opponent upon first level hit/ lock opponent upon first level hit /stiffness difference is up to 2nd level ( ) is for when it is locked invincible frames 1 ~ 12, 13th frame is airborne, hits 2 through 7 can juggle? Locks for full damage on 1st hit
|
|
Ultra Combo 2 (Lv1)
|
HL
|
60x3*75
|
100x4
|
0/0
|
-
|
0+13
|
-
|
73
|
-9
|
-
|
1- after dark tumble (Hit)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da)/ (G) Faint value 50x4/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Able to be hit after Ultra freeze, frames. On guard 50x4 stun damage. Induces Juggle state on on hit on grounded opponent
|
|
Ultra Combo 2 (Lv2)
|
HL
|
60x4*75
|
100x5
|
0/0
|
-
|
3+14
|
-
|
74
|
+1
|
-
|
1- after dark tumble 3 (None)/ 1-4th level (Sky H) or 5th level (H) floating effect (Da)/ (G) Faint value 50x5/ gathering time 3-17/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 3 ~ 17 frames. On guard 50x5 stun damage. Induces Juggle state on hit on grounded opponent
|
|
Ultra Combo 2 (Lv3)
|
HL
|
60x5*75
|
100x6
|
0/0
|
-
|
18+14
|
-
|
89
|
+11
|
-
|
1- after dark tumble 3 (None)/ 1-5th level (Sky H) or 6th level (H) floating effect (Da)/ (G) Faint value 50x6/ gathering time 18-32/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 18 ~ 32 frames. On guard 50x6 stun damage. Induces Juggle state on hit on grounded opponen
|
|
Ultra Combo 2 (Lv4)
|
HL
|
60x6*75
|
100x7
|
0/0
|
-
|
33+14
|
-
|
104
|
+21
|
-
|
1- after dark tumble 3 (None)/ 1-6th level (Sky H) or 7th level (H) floating effect (Da)/ (G) Faint value 50x7/ gathering time 33-47/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 33 ~ 47 frames. On guard 50x7 stun damage. Induces Juggle state on hit on grounded opponent
|
|
Ultra Combo 2 (Lv5)
|
HL
|
60x7*75
|
100x8
|
0/0
|
-
|
0+65
|
-
|
118
|
+31
|
-
|
1- after dark tumble 3 (None)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da)/ (G) Faint value 50x8/ gathering time 48f Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 48 frames. On guard 50x8 stun damage. Induces Juggle state on hit on grounded opponent
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|