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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
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
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+5
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|
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Close
|
HL
|
60
|
100
|
40
|
sp/su
|
5
|
2
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9
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+3
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+6
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|
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Close
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HL
|
90
|
200
|
60
|
sp/su
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9
|
2
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16
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0
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+5
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Forces stand
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Close
|
HL
|
20
|
50
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20
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ch/sp/su
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5
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1
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7
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+3
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+6
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Close
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HL
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60
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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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4
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11
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-1
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+2
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Close
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HL
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40*60
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125*75
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60*20
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su*-
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12
|
1(8)3
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17
|
-2
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+3
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Forces stand
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Far
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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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6
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2
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7
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+2
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+5
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|
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Far
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HL
|
70
|
100
|
40
|
su
|
7
|
2
|
12
|
0
|
+3
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|
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Far
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HL
|
100
|
200
|
60
|
-
|
14
|
4
|
16
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-2
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+3
|
Only +2 on hit vs. crouching opponents
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Far
|
HL
|
30
|
50
|
20
|
sp/su
|
6
|
2
|
8
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+1
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+4
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|
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Far
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HL
|
60
|
100
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40
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-
|
8
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3
|
11
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0
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+3
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|
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Far
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HL
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100
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200
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60
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-
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11
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6
|
15
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-2
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+2
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[Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame
|
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crouch
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HL
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20
|
50
|
20
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ch/sp/su
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4
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2
|
10
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-1
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+2
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|
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crouch
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HL
|
60
|
100
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40
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sp/su
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5
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3
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9
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+2
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+5
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|
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crouch
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HL
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90
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200
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60
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sp/su
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8
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2
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18
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-2
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+2
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crouch
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L
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20
|
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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12
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-3
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0
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|
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crouch
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L
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60
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100
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40
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sp/su
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7
|
3
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16
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-5
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-2
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crouch
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L
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100
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200
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60
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-
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12
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3
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18
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-3
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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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40
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50
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20
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-
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5
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7
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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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70
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100
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40
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sp
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7
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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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90
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200
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60
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sp
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8
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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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30
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50
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20
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sp
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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 up
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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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9
|
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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90
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200
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60
|
-
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7
|
7
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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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40
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50
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20
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-
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7
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6
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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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sp
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8
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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
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90
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200
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60
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-
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8
|
5
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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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40
|
50
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20
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sp
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7
|
7
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-
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-
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-
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|
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Jump forward
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H
|
60
|
100
|
40
|
-
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7
|
4
|
-
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-
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-
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|
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Jump forward
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H
|
90
|
200
|
60
|
sp
|
6
|
7
|
-
|
-
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-
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|
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+
|
H
|
70
|
100
|
40
|
-
|
20
|
5
|
3 + After landing 8
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-2
|
+1
|
6f~ Airborne
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+
|
HL
|
40*60
|
125*75
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60*20
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su*-
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12
|
1(8)3
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17
|
-2
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+3
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1~11f feet invincible to projectiles and strikes, forces stand
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Super Jump
|
-
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-
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-
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-
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See Notes
|
-
|
-
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See Notes
|
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-
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Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used
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Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
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10+16
|
2
|
40
|
-26
|
-26
|
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Focus Attack LVL 2
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HL
|
90
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150
|
40
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-
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18+16
|
2
|
40
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-20
|
-
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Focus Attack LVL 3
|
-
|
150
|
200
|
60
|
-
|
70
|
2
|
40
|
-
|
-
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Forward Throw
|
0.91
|
130
|
100
|
40
|
-
|
3
|
2
|
20
|
-
|
-
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Hard knockdown
|
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Back Throw
|
0.91
|
120
|
160
|
60
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
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Thunder Knuckle
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HL
|
100
|
150
|
20/30
|
su
|
16
|
6
|
21
|
-2
|
+2
|
10~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint
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Thunder Knuckle
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HL
|
110
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200
|
20/30
|
su
|
14
|
4
|
20
|
-1
|
+3
|
Armor break, 7~8f can cancel into Feint
|
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Thunder Knuckle
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HL
|
70
|
150
|
30/40
|
su
|
7
|
16
|
14+13
|
-22
|
-
|
1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint
|
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Thunder Knuckle
|
HL
|
60*60
|
100*100
|
-250/0
|
su
|
27
|
17
|
38
|
-5
|
-
|
Crumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint
|
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Burning Kick
|
HL
|
100
|
100
|
20/30
|
-
|
23
|
4
|
17
|
-2
|
-
|
1f~ Airborne, projectile hitbox
|
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Burning Kick
|
HL
|
100
|
100
|
20/30
|
-
|
25
|
3
|
17
|
-1
|
-
|
1f~ Airborne, projectile hitbox
|
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Burning Kick
|
HL
|
100
|
100
|
20/30
|
-
|
27
|
2
|
17
|
0
|
-
|
1f~ Airborne, projectile hitbox
|
|
Burning Kick
|
HL
|
20x3*80
|
50x3*100
|
-250/0
|
-
|
9
|
2*1*2(11)10
|
23
|
-12
|
-
|
1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox
|
|
Burning Kick (air)
|
HL
|
90
|
100
|
10/30
|
-
|
21
|
8
|
After landing 12
|
+6
|
-
|
Projectile hitbox, block advantage is based on jump recovery
|
|
Burning Kick (air)
|
HL
|
90
|
100
|
10/30
|
-
|
19
|
8
|
After landing 12
|
+4
|
-
|
Projectile hitbox, block advantage is based on jump recovery
|
|
Burning Kick (air)
|
HL
|
90
|
100
|
10/30
|
-
|
17
|
9
|
After landing 12
|
+2
|
-
|
Projectile hitbox, block advantage is based on jump recovery
|
|
Burning Kick (air)
|
HL
|
20x3*80
|
50x3*100
|
-250/0
|
-
|
6
|
2*1*2(10)8
|
After landing 15
|
+2
|
-
|
Can juggle, 4th hit projectile hitbox, block advantage is based on jump recovery
|
|
Seismo Hammer
|
L
|
120
|
100
|
20/30
|
su
|
24
|
8
|
31
|
-18
|
-
|
Floats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint
|
|
Seismo Hammer
|
L
|
100
|
100
|
-250/0
|
su
|
19
|
5
|
18
|
-2
|
-
|
1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint
|
|
Feint
|
HL
|
-
|
-
|
0/0
|
-
|
-
|
-
|
Total 6
|
-
|
-
|
Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f
|
|
Super Combo
|
HL
|
80*80*140
|
0
|
-1000/0
|
-
|
1+13
|
1(33)1(19)2
|
59+56
|
-96
|
-
|
1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|
|
Super Combo
|
HL
|
80*80*140
|
0
|
-1000/0
|
-
|
1+7
|
1(15)1(21)2
|
59+56
|
-96
|
-
|
1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|
|
Super Combo
|
HL
|
80*80*140
|
0
|
-1000/0
|
-
|
1+5
|
1(8)1(29)2
|
36+35
|
-52
|
-
|
1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|
|
Ultra Combo 1
|
HL
|
60*89x3*114
|
0
|
0/0
|
-
|
0+7
|
3(53)5(8)5(10)5(10)5
|
59+56
|
-201
|
-
|
1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit
|
|
Ultra Combo 2
|
HL
|
410
|
0
|
0/0
|
-
|
0+10
|
until ground
|
After landing 46
|
-
|
-
|
1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing)
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
---|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
---|