Darkstalkers 3/Rikuo/Attack Data

From SuperCombo Wiki

Noteworthy normals

Standing Normals
  • s.mp- I honestly think this move makes a decent AA... all of aubaths grounded mp's are weird... s.mp basically has his arms out in front of him spazzing for a bit... more research shall be done...
  • s.lp, s.lk, s.hp - aubath's 3 other different forms of basic [normal] anti airs. s.hp seems to be the most useful; the priority is there but its not like "maD" crazy.
  • s.mk, and s.rk have the hit boxes to do it too I think... though (I'll be honest...) In most of the matches I play, I'm always thinking too fast to try this out in particular...


-Standing Normal Frame Data -

<a name="attack1">Normal Moves</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Cancelable? Remark
Standing (Close) Jab (LP) 5 +8 +7 Standing 0/3/6 Ground yes Consecutive links H: +11F G: +10F
Strong (MP) 6 0 -1 Standing 3/6+3/9+6 Ground no
Fierce (HP) 11 Knockdown -19 Standing 6/15/24 Ground no Landing time: 8F
Short (LK) 5 +6 +5 Standing 0/3/6 Ground yes Consecutive links H: +9F G: +8F
Forward (MK) 6 -2 -3 Standing 3/9/15 Ground yes
Roundhouse (HK) 7 +4 +3 Standing 6/15/24 Ground no
Standing (Far) Jab (LP) 5 +8 +7 Standing 0/3/6 Ground yes Consecutive links H: +11F G: +10F
Strong (MP) 6 0 -1 Standing 3/6+3/9+6 Ground no
Fierce (HP) 11 Knockdown -19 Standing 6/15/24 Ground no Landing time: 8F
Short (LK) 5 +6 +5 Standing 0/3/6 Ground yes Consecutive links H: +9F G: +8F
Forward (MK) 6 -2 -3 Standing 3/9/15 Ground yes
Roundhouse (HK) 8 -7 -8 Standing 6/15/24 Ground no
Crouching Jab (LP) 5 +9 +8 Crouching 0/3/6 Ground yes Consecutive links H: +12F G: +11F
Strong (MP) 6 +6 +5 Crouching 3/6+3/9+6 Ground yes
Fierce (HP) 7 Knockdown -1 Crouching 6/10+4/15+9 Ground no
Short (LK) 5 +7 +6 Crouching 0/3/6 Crouching yes Consecutive links H: +10F G: +9F
Forward (MK) 7 +1 0 Crouching 3/6+3/9+6 Crouching no
Roundhouse (HK) 8 ? -1 Crouching 6/15/24 Crouching no


Crouching Normals

c.lp - Aubath's c.lp carries quite a bit of frame advantage with it. Due to this, it is a bit easier for opponents to one-hit-tech his lp, but at the same time, aubath gains a useful pressure string.


c.mp - Aubath does a double stroked claw, causing 2 hits. it is marginally slower than Aubath's c.lp, which is ok; but its most detracting feature is the two hits, which allows higher level players to guard cancel upon blocking the first hit.


c.fierce - Aubath's c.hp is a double clawe'd knockdown. It shares the same animation as his level 3 [useless] overhead EX. While it may look well worth using, use his c.rk instead. his c.rk is only slightly slower, but has a much greater reach than his c.fierce.


c.lk - a somewhat average low hitting c.short. can be rapid-fire chained, and is ideal for starting his ground chains.


c.mk - A 2 hit crouching normal. apparently you can setup for throws should they block it. I'll halfto try it. I think this move suffers a bit of the same of what Aubath's c.mp suffers in being 2 hits(gc and tech-hitable).


c.rk - Almost as fast as the jabs and shorts of other characters, puts the opponent in a safe amount of blockstun, and has good reach. what more could you want?




Jumping Normals
  • j.mp - crazy range AND priority... is the equivalent of lei lei's j.mp, and maybe talbains j.mk. the hit boxes are angled and seem kinda picky..

always follow up w/ j.hp... whether you hit or miss

  • j.hp - think liliths j.hp with a little less priority...
  • j.mp, j.hp - japs do it, and I too have picked it up. just jumping and doing this does a great job of building meter; just dont be an idiot and know when to stop.
  • j.lk, d.rk - what I think is aubaths IOH(instant overhead) combo.... useful, even when you arent going for the ioh
  • j.rk(neutral) - when all A2As(rarely); j.rk solves your problems



-Jumping Normal Frame Data -

<a name="attack-air">Jumping Normals</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Cancelable? Remark
Vertical / Diagonal Jab (LP) 5 Air 0/3/6 Standing no
Strong (MP) 6 Air 3/9/15 Standing no
Fierce (HP) 8 Air 6/15/24 Standing no
Short (LK) 5 Air 0/3/6 Standing no
Forward (MK) 7 Air 3/9/15 Standing no
Roundhouse (HK) 9 Air 6/15/24 Standing no
Special <img src="./Vampire Savior Data - Rikuo_files/2.gif" border="0" > + Roundhouse (HK) 10 6/15/24 All no Resets opponent on hit.




Dashing Normals
  • d.mp - your linking move from a dash to ground chain combo(c.lk, c.lp both link after the d.mp)... Its definitly worth using for pressure or just getting in.

Its BIGGEST disadvantage though, is the amount of time the other guy has to gc your ass.... ya dont wanna go losing your rhythm..

  • d.lp/lk- the other alternate to d.mp. the lp or lk make great pressure... you can c.lp/lk them after the dash into either another c.lp/lk or a short dust cloud(fwd cloud if they pushblock)

The 2 hr umehara vid has an aubath that does a looped lp/lk pressure string to an anakaris for most of the match... and essentially rapes him w/ just that...crazy:eek:[size=2](if some1 can teach me how to split up weird vid formats into individual matches; pm me)[/size]

  • d.rk- a nice fast sweep from across the screen. good for when you hit w/ a cloud while across the screen, and have no super(or dont want to use one)... I've had MANY cases though where either:
    • a. the poison(pseudo dizzy?) wears off of them in time
    • b. even when I do rk. at the peek of the dash, I dont reach them, and end up wiffing.

in case b, you will likely eat something, but aubath's d.rk has a -1 frame disadvantage, which really isn't all that bad.


*Never Use Aubath's d.hp. It lets him travel a bit farther, but you can just as easily, and more safely wavedash with d.lp's. On hit, you're still at a frame disadvantage, which, well.... sucks -_-.



-Dashing Normal Frame Data -

<a name="attack1-dash">Dashing Normal Moves</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Cancelable? Remark
Dashing Jab (LP) 4 +4 +3 Crouching 0/3/6 Ground no
Strong (MP) 5 +6 +5 Crouching 3/6+3/9+6 Ground yes
Fierce (HP) 8 -10 -11 Crouching 6/9+3+3/12+6+6 Ground no
Short (LK) 4 +4 +3 Crouching 0/3/6 Crouching no
Forward (MK) 6 +1 0 Crouching 3/6+3/9+6 Crouching no
Roundhouse (HK) 7 Inversion -1 Crouching 6/15/24 Crouching no



*Optimized chain combo- I'm pretty sure this is necessary...what do I mean by this? all the different chains that every character has... theres of course one route through all those chains that each character has that does the most damage.(to be removed) I'm pretty sure this is aubaths(I'm gunna check tonight...heh) cuz I see the japs doing it during the bubble trap.

(jumpin), c.lk, s.mp, s.mk, c.rk


*Bufferable normals:

    • s.lp, c.lp
    • s.lk, c.lk
    • s.mk

Throws and Other Stuff

<a name="throw">Normal Throw</a>

Tongue Whip

<img src="./Vampire Savior Data - Rikuo_files/4.gif" border="0" > or <img src="./Vampire Savior Data - Rikuo_files/6.gif" border="0" > + Strong (MP) or Fierce (HP)

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Knockdown +21 Standing 9 Left or Right Can be followed by Tongue Whip pt.2

Tongue Whip pt.2

Throw again immediately in the opposite direction after Tongue Whip

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Knockdown +21 Standing 0 Opposite Can only be done after Tongue Whip.


<a name="throw-air">Air Throw</a>

Fish Fling (Air Only)

<img src="./Vampire Savior Data - Rikuo_files/4.gif" border="0" > or <img src="./Vampire Savior Data - Rikuo_files/6.gif" border="0" > + Strong (MP) or Fierce (HP)

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Knockdown Air 9 Left or Right
<a name="pursuit">Pursuit</a>

Pursuit

(Knockdown Only)
<img src="./Vampire Savior Data - Rikuo_files/8.gif" border="0" >+ P or K

Strength Startup After Pos Gauge Growth
(Whiff/Hit)
Remark
Normal 38 Standing 6/24
ES 35 Standing 0/0

Special Moves

Sonic wave

-(charge b-f+p) - The sonic wave is much like its sister move; Both have something of an AA and anti rushdown purpose. just at different ranges and whatnot. I use mainly lp soni-wav; tho I use fierce just as much for its added range after a c.lp/lk pressure string(If I think the other guy is gunna jump at me) provided you do hit them w/ the wave, I normally follow w/ a j.hp(tho if they're REALLY far away/high up, just dash in to get in their face)

  • the ES version of this move is utter crap imo... its basically a big one hit projectile that goes full screen. HUGE... but 1 lvl of meter on something that does no chip(excluding the white), and can just as easily be blocked isnt worth it. I'll do it sometimes when trying to do his tidal wave super(hcf+PP)(on pad & kbd)... ES utiliy is explained later below



Dust "Poison Cloud"

- (charge b-f+k) - Like the sonic wave, I use the lp cloud after a c.lk string( fwd cloud during a pushblock)... aside from that, and hod juggles, the [normal] cloud is just one of those pain in the ass moves that you use when the other guy is jumping in. once you get them into poison state, either go for

  • jumpin->ground combo-> sweep
  • d.rk
  • d.mp->ground combo->sweep
  • ES Cloud - It has pretty much the same utility as sasquatch's ES Ice towers. a bigass cloud takes majority of the screen in front of aubath(same height mind you)... like ES towers, its EASY to catch them while their doing shit(off guard). Easily one of his most useful moves when not bubble trapping/pseudo infinitying
  • The opponent can mash, to reccover from the poison faster


Uppercut "Tricky Fish"

-(dp+k, or B,B+k) - I feel like this is Aubaths last stand AA... its got a queerass angle, though what makes it so unreliable is the startup... The bitchass hopps back before he goes attacks. of course, its good when the enemy gets predictable(i.e. the computer's jedah... dumbest AI ever)

BUT I've found one of its uses for beginner Aubath players(or players in panic) its good for initial stages of learning the bubble trap

The interesting thing about the move is the option of using it between a dp motion, or off of a back dash... I dont think theres any difference(like the difference between mai's two air dive commands[size=2]the name escapes me...[/size])


  • ES upper - Use it within Water Jail juggles, or if you really feel like using a stock of meter on a bubbled opponent. Using an ES uppercut outside of these conditions is really just throwing your meter away(despite the damage you might be doing, you give up better positional advantage)



Command Throw 1, "Cataract Cry"

(HCB+mp or fp) - Aubath throws the opponent up, and starts doing a bunch of hits before throwing the opponent down. This move has a 2 frame startup, and is fast enough for you to mix up with jab rushes. Throws your opponent in the direction you were facing when executing the throw.


  • ES - Save the meter for Bubble loop/trap. It does more damage, but the bubble still has more utility over it.

====== Command Throw 2 "Gem's Anger" ====== (HCB+ mk or rk) - Aubath throws them up once more, but this time changes into a clam shell and spews pearls at the opponent. Not as fast as (a startup of 7 frames, as opposed to 2), but it does slightly more white and blue damage. Throws the opponent in the opposite direction you were facing when executing the throw

  • ES - Mix and match at your fancy, but as stated with the first command throw, the meter has more utility being saved for the bubble trap/loop.



-Special Move Frame Data -

<a name="sp-move">Special Moves</a>
Sonic Wave< Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 15 +63 +2 Standing 15/18/21 All Can be followed by a combo on the ground or 1 hit in the air.
middle 16 +59 -2 Standing 15/18/21 All
high 18 +52 -6 Standing 15/18/21 All
ES 15 +63 +2 Standing 0/0/0 All
Poison Cloud Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 28 +61 0 Standing 15/18/21 All Can be followed by a combo.
middle 30 +57 -4 Standing 15/18/21 All
high 34 +52 -9 Standing 15/18/21 All
ES 28 +61 0 Standing 0/0/0 All
Trick Fish
(GC)
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 25 Knockdown -9 Crouching 18/21/24 All Landing time: 8F
middle 25 Knockdown -9 Crouching 18/21/24 All
high 26 Knockdown -10 Crouching 18/21/24 All
ES 25 Knockdown -14 Crouching 0/0/0 All
Cataract Cry Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth
(Whiff/Hit)
Guard Direction Remark
low - - - - - - Throws to the front.
Invincible frames:1F
middle 2 Knockdown - Crouching 12/21 Throw
high 2 Knockdown - Crouching 12/21 Throw
ES 2 Knockdown - Crouching 0/ Throw
Gem's Anger Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth
(Whiff/Hit)
Guard Direction Remark
low - - - - - - Throws to the back.
Invincible frames:6F
middle 7 Knockdown - Standing 12/21 Throw
high 7 Knockdown - Standing 12/21 Throw
ES 7 Knockdown - Standing 0/0 Throw



*note: Aubath's pursuit has 8 frames of recovery.

Supers & Dark Force

The bubble "Water Jail"

[dp+PP](unblockable) - imo, its aubath's most important move. basically, his ahvb. he makes a big bubble that has a bit of startup. you can use it much like qbee uses her honeycomb super to pressure the other guy, but the unblockablility adds to it.


After properly distancing yourself from the enemy in the corner upon knockdown, use the bubble. You'll know your distance/timing is correct, because they won't be able to get up without being threatened by being encased by the bubble. upon knockdown, they have two choices:

  • 1. to not move, and wake up, to try and sj out, or hit aubath.

-in this case, you will half to pressure them, or just scare them w/ you being there till the bubble catches them.

  • 2. to move forward, hoping that you've bubbled too late, or too close.

following this, do a lp/mp gas, and jump in for another knockdown into bubble. If you get ancy, use his dp to go straight to the knockdown.


HOD "Aqua Spread"

[fwd->dwn+PP/KK] - Think black heart's heart of darkness, where a big column comes out of the ground; only its water, instead of fire lightning & ice.

Both versions can be held down to allow the column to extend farther. The primary difference is that the Kick version will automatically activate once it is below the opponent[the punch version keeps going].

You can juggle on and off doing things like sonic wave, water jail, ES sonic wave, water jail, ES dp.... etc. flashy isnt it?.... but then, look at all the meter you're using up to look pretty. His bubble loop gives more potential damage per super bar.


====== wave super "Sea Rage" ====== [hcf+PP] - Its probably what felicia's sandsplash super in mvc2 came from(unless she has it in Vampire hunter.. I'll halfta check). Aubath does a pre pose(so this isnt instant), and waves go across the ground. Nice punishing super... also nice for the bitches that like to chip to death near the end.


c.hp super "Direct Scissor"

[d,d+PPP](hits HIGH, lvl 3, original 2 colors only) - It looks so... like c.hp. only it hits high, and costs 3 levels. useless? probably not, but not practical at all... you're better off using j.lkXXj.d+rk for an instant overhead combo.


Dark Force "Ocean Rage"

Aubath Jumps on a stingray, and gain super armor. Also, he does only crouching moves; but can move anywhere. he can jump off at any time by pressing down+KKK (maybe just kk, but 3 kicks to be safe).

Anyway, theres two primary things to do with this super.

  1. d.lp rushdowns
  2. go high as you can, and do a bubble, then pressure till bubble hits and loop away

Option 2 leave characters other than Lei lei, Bishamon, Anakaris, Zabel, Morrigan, and Aubath SCREWED... there is almost nothing that can be done to prevent them from being encased in the bubble trap.

All the characters mentioned here can either Dark Force into a Hyper Armor of some sort, or teleport away.



-EX Move Frame Data -

<a name="ex">EX Super Moves</a>
Water Jail
     
<img src="./Vampire Savior Data - Rikuo_files/6(1).gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/2.gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/3.gif" border="0" > + PP
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 40 Trapped - Standing - Unblockable.
Aqua spread
     
<img src="./Vampire Savior Data - Rikuo_files/6(1).gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/3.gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/2.gif" border="0" > + PP or KK
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 42 Knockdown -3 Standing All Can juggle after 1 sonic wave.
Sea Rage
     
<img src="./Vampire Savior Data - Rikuo_files/4(1).gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/1.gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/2.gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/3.gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/6a.gif" border="0" > + PP
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
1 28 +7 -11 Standing All
Direct Scissors
<img src="./Vampire Savior Data - Rikuo_files/2.gif" border="0" > <img src="./Vampire Savior Data - Rikuo_files/2.gif" border="0" > + PP
(Only works with LP and MP color)
Gauge Startup Hit Adv Grd. Adv After Pos Guard Direction Remark
3 25 Knockdown -23 Standing Standing


<a name="df">Dark Force</a>
Ocean Rage
Same Strenght P+K
Startup

Invincibility

Ending After Pos Remark
32 34 After Landing: 8 Standing Gives hyper armor.
When Rikuo enters Dark Force he starts mounted on a horseshoe crab which makes all his normals crouching and makes him able to swim around(flight), you can dismount and mount the horseshoe crab by inputting KKK.



Standing Normals


Jab
lp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Strong
mp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Fierce
hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Short
lk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Forward
mk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Roundhouse
hk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Crouching Normals


Jab
lp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Strong
mp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Fierce
hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Short
lk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Forward
mk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Roundhouse
hk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Jumping Normals


Jab
lp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Strong
mp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Fierce
hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Short
lk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Forward
mk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Roundhouse
hk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Command Normals


Jab
lp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Strong
mp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Fierce
hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Short
lk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Forward
mk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Roundhouse
hk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Pursuit


Strong
mp
Startup Active Recovery On Hit On Block
6 ? ? -2 [+3] -3 [+2]
Guage Damage Attack Cancels Properties
3/9/15 ? Mid No 2 Hit
  • A Bullet Point
    • More Bullet, less point


Throws


Jab
lp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Strong
mp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Fierce
hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Short
lk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Forward
mk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Roundhouse
hk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Specials


Jab
lp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Strong
mp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Fierce
hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Short
lk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Forward
mk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Roundhouse
hk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


EX Moves


Jab
lp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Strong
mp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Fierce
hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Short
lk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Forward
mk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Roundhouse
hk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
0/0/0 0/0 Mid Yes -
  • A Bullet Point
    • More Bullet, less point


Dark Force

Coming Soon

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Characters
Anakaris
B.B. Hood
Bishamon
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Sasquatch
Talbain
Victor