~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
Strategy
Matchups
Frame Data
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Block
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Super Meter
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Frames
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Move Name
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HL
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Damage
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Stun
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Gain
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Cancel Ability
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Startup
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Active
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Recovery
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On Guard
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On Hit
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Notes
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Close
|
HL
|
30
|
50
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20
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ch/sp/su
|
4
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2
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5
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+4
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+7
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|
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Close
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HL
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75
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100
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40
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sp/su
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5
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2
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10
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+2
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+5
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Close
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HL
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90[80]
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200[150]
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60
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sp/su
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4
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5
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20
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-7
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-2
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Forces stand, [] refers to active frames 3~5f
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Close
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HL
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35
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50
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20
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-
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4
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2
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6
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+3
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+6
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Close
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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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7
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2
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12
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0
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+3
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Close
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HL
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40*70
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125*75
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60*20
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su*-
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7
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2*2
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16
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0
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+5
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Only +4 hit advantage vs crouching opponents
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Far
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HL
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30
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50
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20
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ch/sp/su
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5
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2
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5
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+4
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+7
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Far
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HL
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60
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100
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40
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su
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6
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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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80
|
200
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60
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-
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13
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3
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30
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-15
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-11
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Far
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HL
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40
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50
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20
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-
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4
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2
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8
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+1
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+4
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Far
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HL
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60
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100
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40
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-
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8
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3
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12
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-1
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+2
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Far
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HL
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90
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200
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60
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-
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10
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3
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18
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-3
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+1
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crouch
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HL
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20
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50
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20
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ch/sp/su
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4
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2
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6
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+3
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+6
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crouch
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HL
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50
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100
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40
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sp/su
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5
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2
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11
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-1
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+3
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crouch
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HL
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60*30
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100*100
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60*20
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sp/su
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10
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2(2)2
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19
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-3
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-
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1st hit forces stand, 2nd hit floats opponent
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crouch
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L
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20
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50
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20
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ch/sp/su
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5
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2
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8
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+1
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+4
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crouch
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L
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50
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100
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40
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sp/su
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7
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3
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14
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-5
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-1
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crouch
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L
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80
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100
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60
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-
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8
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2
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25
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-9
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-
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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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5
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-
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-
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-
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Jump up
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H
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80
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100
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40
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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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Jump up
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H
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80
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200
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60
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-
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4
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4
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-
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-
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-
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Jump up
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H
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45
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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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Jump up
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H
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80
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100
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40
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-
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6
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9
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-
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-
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-
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Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible
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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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4
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-
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-
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-
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Jump forward
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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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4
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10
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-
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-
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-
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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
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2*3
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-
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-
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-
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1st hit floats opponent, [2nd air hit] limited juggle, pursuit property
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Jump forward
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H
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80
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200
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60
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-
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4
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4
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-
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-
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-
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Jump forward
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H
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45
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50
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20
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-
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6
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8
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-
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-
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-
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Jump forward
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H
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70
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100
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40
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-
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6
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5
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-
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-
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-
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Jump forward
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H
|
90
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200
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60
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-
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6
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8
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-
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-
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-
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Head Stomp (1)
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H
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50
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50
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40
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-
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3
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3
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After landing 7
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-
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-
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Pursuit property
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Head Stomp (2)
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H
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30
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50
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40
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-
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4
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3
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After landing 7
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-
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-
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Pursuit property
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Head Stomp (3)
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H
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35
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50
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40
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-
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5
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3
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After landing 7
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-
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-
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Pursuit property
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Dive Kick
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H
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60
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100
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60
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-
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12
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Until ground
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-
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-
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-
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Pursuit property
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Triangle Jump
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Can perform until 27f of jump
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Focus Attack LVL 1
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HL
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65
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100
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20
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-
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10+11
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2
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35
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-21
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-21
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Focus Attack LVL 2
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HL
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85
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150
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40
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-
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18+11
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2
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35
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-15
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-
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Focus Attack LVL 3
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-
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150
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200
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60
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-
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65
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2
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35
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-
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-
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Forward Throw
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0.9
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130
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150
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40
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-
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3
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2
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20
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-
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-
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Hard knockdown
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Back Throw
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0.9
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130
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150
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40
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-
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3
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2
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20
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-
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-
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Hard knockdown
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Sonic Boom (all)
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HL
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60
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50
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10/20
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su
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14
|
-
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Total 47
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-5
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-1
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17~18f cancellable
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Sonic Boom
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HL
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45*45
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50*50
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-250/0
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su
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14
|
-
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Total 58
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-3
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+1
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30~31f cancellable, 2nd hit starts on 27f
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Shoryuken
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HL
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80*60
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100*50
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30/40*10
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su*su
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5
|
2*16
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11+13
|
-21
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-
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1~22f lower body strike and projectile invincible, 1~7f unthrowable, 8f~ airborne
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Shoryuken
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HL
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90*60
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100*50
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30/40*10
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su*su
|
5
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2*16
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21+13
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-31
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-
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1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
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Shoryuken
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HL
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100*80
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100*50
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30/40*10
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su*su
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5
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2*16
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24+13
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-34
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-
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1~7f Invincible, 8~22f lower body strike and projectile invincible, 8f~ airborne
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Shoryuken
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HL
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100*50
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100*50
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-250/0
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su*su
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5
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2*16
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26+13
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-34
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-
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1~22f invincible, 8f~ airborne,
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Shoryuken (2nd)
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HL
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40
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25
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0/10
|
-
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4
|
8
|
After landing 13
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-
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-
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Pursuit property, EX version does not gain meter
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Shoryuken (3rd)
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HL
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10[20x5]
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10[10x5]
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0/10[0]
|
-
|
4
|
20[4x5]
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After landing 13
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-
|
-
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Pursuit property, [] refers to EX version
|
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Hyakuretsu
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HL
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10*110
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0*100
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20/10*35
|
-
|
12
|
2
|
36
|
-24
|
-
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Armor break, 1st hit goes into animation
|
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Hyakuretsu
|
HL
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10*120
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0*150
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20/10*35
|
-
|
14
|
2
|
36
|
-24
|
-
|
Armor break, 1st hit goes into animation
|
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Hyakuretsu
|
HL
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20*130
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0*200
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20/10*35
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-
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16
|
2
|
36
|
-24
|
-
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Armor break, 1st hit goes into animation
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Hyakuretsu
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HL
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20*100
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0*250
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-250/0
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-
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16
|
2
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36
|
-24
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-
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1~15f strike and projectile invincible, armor break, 1st hit goes into animation
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Tanden Engine
|
2.50
|
0
|
0
|
10/1
|
-
|
21
|
24
|
25
|
+19
|
+23
|
21~68f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
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Tanden Engine
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3.50
|
0
|
0
|
10/1
|
-
|
24
|
25
|
25
|
+19
|
+23
|
24~72f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
|
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Tanden Engine
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4.50
|
0
|
0
|
10/1
|
-
|
26
|
25
|
25
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+19
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+23
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26~74f projectile invincible, vacuum effect, forces stand, cannot be countered, acts as a throw
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Tanden Engine
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HL
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0
|
0
|
-500/0
|
-
|
23
|
24
|
25
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+19
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+23
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23~70f projectile invincible, vacuum effect, forces stand, armor break, cannot be countered, pursuit property
|
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Spinning Pile Driver
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1.18
|
130
|
200
|
30/80
|
-
|
3
|
2
|
49
|
-
|
-
|
Hard knockdown
|
|
Spinning Pile Driver
|
1.08
|
140
|
200
|
30/80
|
-
|
3
|
2
|
53
|
-
|
-
|
Hard knockdown
|
|
Spinning Pile Driver
|
0.98
|
150
|
200
|
30/80
|
-
|
3
|
2
|
56
|
-
|
-
|
Hard knockdown
|
|
Spinning Pile Driver
|
1.13
|
170
|
200
|
-250/0
|
-
|
3
|
2
|
49
|
-
|
-
|
1~4f strike and projectile invincible, Hard knockdown
|
|
Yoga Teleport
|
-
|
0
|
0
|
-
|
-
|
-
|
-
|
48
|
-
|
-
|
1~31f invincible, teleport complete on 19f
|
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Super Combo
|
HL
|
10x20*120
|
0
|
-1000/0
|
-
|
1+5
|
80
|
81
|
-45
|
-
|
1~6f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
|
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Super Combo
|
HL
|
10x20*120
|
0
|
-1000/0
|
-
|
1+10
|
80
|
81
|
-45
|
-
|
1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
|
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Super Combo
|
HL
|
10x20*120
|
0
|
-1000/0
|
-
|
1+15
|
80
|
81
|
-45
|
-
|
1f Invincible, Untechable limited juggle knockdown, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, pursuit property, (something about the finish on hit/guard can juggle)
|
|
Ultra Combo 1
|
HL
|
340
|
0
|
0/0
|
-
|
1+10
|
-
|
Total 66
|
-25
|
-
|
1~12f Invincible, Invincible on hit, Untechable limited juggle knockdown, armor break, strike hitbox
|
|
Ultra Combo 2
|
HL
|
0*24x13*60
|
0
|
0/0
|
-
|
1+10
|
80
|
104
|
-89
|
-
|
1~11f Invincible, 12~89f projectile invincible, Untechable limited juggle knockdown, armor break, low hitbox is a strike hitbox, vacuum effect, high hitbox is projectile hitbox, can juggle
|
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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
|
Notes:
|