In the ever-evolving landscape of competitive fighting games, understanding the intricate mechanics that govern each move and decision is crucial for maintaining an edge over opponents.
One vital aspect that distinguishes skilled players, besides fully understanding their characters, is their mastery of frame data—the precise timing and advantage of each move.
If you’re determined to succeed and strive for greatness, delving into the frame data of the most frequently used moves for each character is essential.
Blanka
Blanka’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | On hit | On Block |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | special | 5 | 3 | 10 | +3 | -3 |
MP | 700 | high | super only | 10 | 3 | 15 | +3 | -4 |
HP | 800 | high | special | 10 | 7 | 17 | +3 | -3 |
LK | 300 | high | chain, special | 4 | 4 | 7 | +5 | -2 |
MK | 600 | high | special | 8 | 3 | 17 | +4 | -2 |
HK | 800 | high | – | 7 | 9 | 15 | +6 | -4 |
LP | 300 | high | chain, special | 6 | 3 | 8 | +4 | -2 |
MP | 600 | high | special | 9 | 5 | 16 | -1 | -5 |
HP | 800 | high | – | 15 | 6 | 20 | 0 | -5 |
LK | 200 | low | – | 5 | 2 | 10 | +3 | -3 |
MK | 500 | low | special | 8 | 3 | 16 | +5 | -5 |
HK | 900 | low | – | 11 | 4 | 23 | +25 HKD | -12 |
j.LP | 300 | oh | – | 4 | 5 | 3 (on landing) | ~ | ~ |
j.MP | 700 | oh | special | 7 | 7 | 3 (on landing) | ~ | ~ |
j.HP | 800 | oh | – | 9 | 3 | 3 (on landing) | ~ | ~ |
n j.HP | 800 | oh | – | 7 | 3 | 3 (on landing) | ~ | ~ |
j.LK | 300 | oh | – | 5 | 6 | 3 (on landing) | ~ | ~ |
j.MK | 500 | oh | – | 7 | 6 | 3 (on landing) | ~ | ~ |
j.HK | 800 | oh | – | 11 | 6 | 3 (on landing) | ~ | ~ |
f.MP | 300>300 | oh>high | – | 20 | 2>1 | 20 | +3 | -2 |
f.MK | 300>300 | high | – | 9 | 3>2 | 18 | +6 | -1 |
b.MK | 600 | high | special | 9 | 6 | 12 | +8 | +2 |
f.HP | 1100 | high | – | 18 | 4 | 31 | +18 | -15 |
df.HP | 1000 | low | – | 14 | 10 | 22 | +29 KD | -18 |
Blanka’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
Coward Crouch | d+PP | – | – | 25 | – | 22~124 | – | – |
Wild Lift | d+PP>P | 600 | high | 8 | 7 | 31 | – | -21 |
Raid Jump | d+PP>K | – | – | – | – | – | – | – |
Surprise Forward Hop | f+KKK | – | – | 27 | – | – | – | – |
Surprise Back Hop | b+KKK | – | – | 32 | – | – | – | – |
Electric Thunder | qcb+P | 800 | high | 10 | 2>2>2 | 17 | ~ | -3 |
Overdrive Electric Thunder | qcb+PP | 400>600 | high | 10 | 2>2>2 | 17 | ~ | +4 |
Light Rolling Attack | b[c]f+LP | 1000 | high | 10 | 11 | 11 (42)* | ~ | -23 |
Medium Rolling Attack | b[c]f+MP | 1200 | high | 12 | 19 | 11 (42)* | ~ | -23 |
Heavy Rolling Attack | b[c]f+HP | 1300 | high | 22 | 20 | 25 (33)* | ~ | -15 |
Overdrive Rolling Attack | b[c]f+PP | 800 | high | 18 | 22 | 17 (25)* | ~ | -7 |
light Vertical Rolling Attack | d[c]u+LK | 1200 | high | 8 | 19 | 48 (43)* | ~ | -27 |
medium Vertical Rolling Attack | d[c]u+MK | 1300 | high | 8 | 19 | 48 (43)* | ~ | -27 |
heavy Vertical Rolling Attack | d[c]u+HK | 1400 | high | 8 | 19 | 48 (43)* | ~ | -27 |
Overdrive Vertical Rolling Attack | d[c]u+KK | 800>800 | high | 7 | 8>6 | 48(56)* | ~ | -40 |
Aerial Rolling Attack | b[c]f+LP | 1000 | high | 13 | ~ | 17 | ~ | -6 ~ -2 |
Overdrive Aerial Rolling Attack | b[c]f+PP | 600>600 | high>high | 13 | ~ | 10(12)* | ~ | -6 ~ +8 |
Blanka-chan Bomb | d,d+P | – | – | 50 | – | – | – | |
Blanka-chan Bomb charged | d,d+P | 800 | high | 36 | ~ | – | – | – |
Blanka-chan Bomb OD | d,d+PP | 400*** | high | 36 | ~ | – | – | – |
Shout of Earth | qcf(x2)+P | 2000 | high | 8 | 9 | 62 | +15 KD | -29 |
Lightning Beast | qcb(x2)+P | – | – | 1 | ~ | 9 | – | – |
Rolling Cannon | any direction + punch | 400 | high | 3 | 25 | ~ | ~ | ~ |
Ground Shave Cannonball | qcf(x2)+K | 400×5> 2000 | high | 10 | 3 | 61 | +50 KD | -46 |
* Blanka’s rolling specials keep him active until he lands. These moves also have a longer recovery animation when blocked.
** Blanka’s level 2 super is an Install Super. While active, most of his special attacks deal 100 extra damage and his Overdrive Vertical Rolling Attack deals 150 extra damage total.
*** The damage of the OD Blanka Chan doll is 400 for each hit.
Blanka’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | KD +18 | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | KD +11 | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | KD +23 | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Cammy
Cammy’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | chain, special | 4 | 3 | 7 | +5 | -2 |
MP | 600 | high | – | 6 | 4 | 13 | +6 | -1 |
HP | 800 | high | special, super | 8 | 3 | 20 | +2 | -3 |
LK | 300 | high | special | 5 | 3 | 10 | +2 | -3 |
MK | 700 | high | – | 8 | 3 | 18 | +3 | -4 |
HK | 900 | high | – | 11 | 3 | 21 | +2 | -4 |
cr.LP | 300 | high | chain, special | 4 | 2 | 8 | +5 | -2 |
cr.MP | 600 | high | special | 7 | 3 | 14 | +5 | -2 |
cr.HP | 700 | high | – | 10 | 4 | 15 | +7 | +1 |
cr.LK | 200 | low | chain | 5 | 3 | 7 | +3 | -2 |
cr.MK | 500 | low | special | 8 | 3 | 18 | +1 | -5 |
cr.HK | 900 | low | – | 9 | 3 | 24 | HKD +31 | -10 |
j.LP | 300 | oh | – | 4 | 10 | 3 (on landing) | – | – |
j.MP | 600 | oh | special | 6 | 8 | 3 (on landing) | – | – |
j.HP | 800 | oh | – | 8 | 5 | 3 (on landing) | – | – |
j.LK | 300 | oh | – | 4 | 10 | 3 (on landing) | – | – |
j.MK | 600 | oh | – | 7 | 6 | 3 (on landing) | – | – |
j.HK | 800 | oh | – | 10 | 6 | 3 (on landing) | – | – |
b.MP | 500 | low | special, target combo | 5 | 5 | 12 | +4 | -1 |
f.HK | 800 | low | super, jump* | 18 | 3 | 25 | +26 KD | -12 |
b.HK | 800 | low | super, jump* | 9 | 3 | 18 | +54 KD | -7 |
b.MP>HK | 500>600 | low | super, jump* | 9 | 3 | 23 | +49 KD | -12 > -19 |
HP>HK | 200>600 | low | special** | 13 | 4(12)3 | 29 | +33 KD | -12 |
Cammy’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
light Spiral Arrow | qcf+LK | 800 | high | 9 | 13 | 21 | KD +26 (+48 if late hit)** | -12 ~ 0*** |
medium Spiral Arrow | qcf+MK | 900 | high | 9 | 15 | 21 | KD +26 (+48 if late hit)** | -14 ~ 0*** |
heavy Spiral Arrow | qcf+HK | 300*700 | high | 15 | 3(1)12 | 21 | KD +29 (+48 if late hit) | -12 ~ -1*** |
charged Spiral Arrow | qcf+HK[c] | 150×4*200 | high | 27(25) | 3(1)12 | 20 | +47 KD / Launch | -14 |
Overdrive Spiral Arrow | qcf+KK | 150×4*200 | high | 13 | 3(1)12 | 20 | +47 KD / Launch | -14 |
light Cannon Spike | f,d,df+LK | 900 (800 if late hit)** | high | 5 | 12 | 40 | +20 KD | -36 |
medium Cannon Spike | f,d,df+MK | 1000 (800 if late hit)** | high | 6 | 12 | 41 | +21 KD | -36 |
heavy Cannon Spike | f,d,df+HK | 1200 (800 if late hit)** | high | 7 | 12 | 44 | +22 KD | -36 |
charged Cannon Spike | f,d,df+HK[c] | 1100>100×4 | high | 24 | 12 | 45 | +16 KD | -40 |
Overdrive Cannon Spike | 623KK | 1100>100×4 | high | 6 | 12 | 46 | +16 KD | -40 |
light Quick Spin Knuckle | qcb+LP | 800 | high | 21 | 4 | 16 | +2 | -3 |
medium Quick Spin Knuckle | qcb+MP | 800 | high | 24 | 4 | 16 | +3 | -2 |
heavy Quick Spin Knuckle | qcb+HP | 800 | high | 28 | 4 | 17 | +5 | +3 |
Overdrive Quick Spin Knuckle | qcb+PP | 800 | high | 25 | 4 | 17 | +7 | -2 |
Cannon Strike* | j.qcb+LK | 600 | high | 13 | ~ | 12 land | ~ | ~ |
Overdrive Cannon Strike | j.qcb+KK | 800 | high | 13 | ~ | 12 land | ~ | ~ |
Hooligan Combination* | qcf+LP | – | – | – | – | – | – | – |
Overdrive Hooligan Combination | qcf+PP | – | – | – | – | – | – | – |
Razor’s Edge Slicer | qcf+P | 1000 | low | 50 | 9 | 13 | +48 KD | +2 |
Razor’s Edge Slicer | qcf+P[c] > No Input | 800>400 | low>low | 70 | 9(10)5 | 17 | +48 KD | +2 |
Overdrive Razor’s Edge Slicer | qcf+PP > No Input | 800>400 | low>low | 50 | 9(10)5 | 17 | +48 KD | +2 |
Hooligan Cannon Strike | qcf+P>K | 600 | high | +13 | until land | 12 on landing | ||
Hooligan Cannon Strike | qcb+HP>K | 800 | high | +13 | until land | 12 on landing | ||
Hooligan Cannon Strike | qcb+PP>K | 800 | high | +13 | until land | 12 on landing | ||
Reverse Edge | qcb+HP >d.K | 800 | oh | +18 | 4 | 13 on landing | +6 ~ +9 | -4 ~-1 |
Reverse Edge | qcb+HP[c] >d.K | 600*600 | oh>oh | +18 | 4(14)4 | 13 on landing | +8 | -2 |
Reverse Edge | qcb+PP >d.K | 600*600 | oh>oh | +18 | 4(14)4 | 13 on landing | +8 | -2 |
Fatal Leg Twister | qcb+HP >P+LK | 1800 | grab | +10 | 3 | 30 on landing | +18 HKD | – |
Spin Drive Smasher | qcf(x2)+K | 2000 | high | 9 | +3 > 12 | 38 | +10 KD | -24 |
Killer Bee Spin | qcb(x2)+K | 2750 or 220×6(late hit) | high | 13 | 9 | 37 on landing | +12 KD / +70 if launches | -24 |
Aerial Killer Bee Spin | qcf(x2)+P | 2750 or 220×8(late hit) | high | 13 | until landing | 37 on landing | +12 KD / +70 if launches | ~ |
Delta Red Assault | qcf(x2)+P | 4000 | high | 9 | 15 | 38 | -33 |
* The distance and reach of this attacks change depending on the kick button used.
** Canon Spike is more powerful during its initual active frames
*** Spacing the Spiral Arrow correctly can make it very safe
Cammy’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
forward Throw | 1200 | high(grab) | 5 | 3 | 23 | +17 KD | – |
back Throw | 1500 | high (grab) | 5 | 3 | 23 | +14 KD | – |
Aerial Throw | 1200 | aerial (grab) | 5 | 3 | 3 (on landing) | +22 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 (when parried) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | – | – | – | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Chun Li
Chun Li’s Normals and Command Normals
Move | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | stance, special, chain | 4 | 3 | 6 | +5 | -2 |
MP | 600 | high | stance, special | 5 | 4 | 10 | +6 | +1 |
HP | 800 | high | stance | 13 | 3 | 20 | +2 | -4 |
LK | 300 | high | stance, special | 5 | 3 | 10 | +2 | -2 |
MK | 500 | high | stance, special | 7 | 4 | 16 | +4 | -2 |
HK | 900 | high | stance | 14 | 3 | 18 | +4 | 0 |
cr.LP | 300 | high | stance, special | 4 | 3 | 7 | +4 | -2 |
cr.MP | 600 | high | stance, special | 6 | 4 | 13 | +4 | -2 |
cr.HP | 450×2 | high | stance, special | 11 | 3(5)5 | 18 | +1 | -3 |
cr.LK | 200 | low | stance, special, chain | 4 | 3 | 10 | 0 | -2 |
cr.MK | 500 | low | stance, special | 7 | 3 | 19 | -2 | -6 |
cr.HK | 900 | low | stance | 9 | 6 | 19 | HKD +33 | -7 |
j.LP | 300 | oh | – | 4 | 10 | 3 land | – | – |
j.MP | 300×2 | oh | special | 7 | 4(6)5 | 3 land | – | – |
j.HP | 500 | oh | target combo | 9 | 6 | 3 land | – | – |
j.LK | 300 | oh | – | 4 | 8 | 3 land | – | – |
j.MK | 500 | oh | – | 6 | 5 | 3 land | – | – |
ub.HK or ub.HK | 800 | oh | – | 8 | 5 | 3 land | – | – |
neutral j.HK | 800 | oh | – | 8 | 7 | 3 land | – | – |
(b or f) + MP | 600 | high | stance, super | 7 | 3 | 15 | +2 | -3 |
b.HP | 800 | high | stance, super | 8 | 5 | 15 | +5 | -1 |
df.HP | 800 | oh | stance | 21 | 4 | 14 | +1 | -2 |
f.HK | 800 | high | stance | 16 | 2 | 23 | -1 | -4 |
df.HK | 800 | oh | – | 37 | 2 | 13 | +7 | +5 |
j.d.MK | 300 | high | target combo, special | 3 | 11 | 3 land | – | – |
j.HP>j.HP | 500 | oh | – | 16 | 4 | 3 land | – | – |
j.d.MK>j.d.MK | 300 | high | target combo, special | 3 | 11 | 3 land | – | – |
j.d.MK>j.d.MK > j.d.MK | 500 | high | special | 6 | 11 | 3 land | – | – |
Chun Li’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
Wall Jump | up forward (against the wall) | – | – | – | – | – | – | – |
light Kikoken | b[c]f+LP | 600 | high | 15 | up to 90 | 32 | -3 | -7 |
medium Kikoken | b[c]f+MP | 600 | high | 12 | up to 55 | 33 | -3 | -7 |
heavy Kikoken | b[c]f+HP | 600 | high | 11 | up to 25 | 32 | -2 | -6 |
Overdrive Kikoken | b[c]f+PP | 400×2 | high | 11 | – | 28 | +5 | 0 |
light Hundred Lightning Kicks | qcf+LK | 250×2>300 | high | 8 | 2>2>2 | 20 | +3 | -8 |
medium Hundred Lightning Kicks | qcf+MK | 225×4 | high | 14 | 2>2>2>2 | 22 | +3 | -8 |
heavy Hundred Lightning Kicks | qcf+HK | 200×5 | high | 23 | 2>2>2>2 | 15 | +50 KD | -3 |
Overdrive Hundred Lightning Kicks | qcf+KK | 160×5 | high | 8 | 2>2>2>2 | 21 | +3 | -3 |
Lightning Kick Barrage | qcf+KK>KK | 100×4>300 | high | 10 | 2>2>2>1 | 29 | +29 KD | -13 |
light Aerial Hundred Lightning Kicks | j.qcf+LK | 300×3 | high | 8 | 2>2>2 | 15 on landing | -3 ~ +1 | -5 ~ -3 |
medium Aerial Hundred Lightning Kicks | j.qcf+MK | 250×4 | high | 10 | 2>2>2>2 | 15 on landing | -3 ~ +1 | -5 ~ -3 |
heavy Aerial Hundred Lightning Kicks | j.qcf+HK | 220×5 | high | 12 | 2>2>2>2 | 15 on landing | -3 ~ -2 | -7 ~ -6 |
Overdrive Aerial Hundred Lightning Kicks | j.qcf+KK | 200×5>300 | high | 6 | 2>2>2>2 | 15 on landing | +21 KD | -32(-16) |
light Spinning Bird Kick | d[c]u+LK | 333×2>334 | high | 9 | 2>2>2 | 6 (+24 on landing) | +33 KD | -18 |
medium Spinning Bird Kick | d[c]u+MK | 200×4>400 | high | 16 | 2>2>2>2 | 8 (+21 on landing) | +34 KD | -17 |
heavy Spinning Bird Kick | d[c]u+HK | 180×6>320 | high | 21 | 2>2>2>2 | 8 (+22 on landing) | +33 KD | -18 |
Overdrive Spinning Bird Kick | [2]8KK | 100×6>200 | high | 16 | 2>2>2>2 | 8 (+15 on landing) | +55 ~ +41 KD | -12 |
light Hazanshu | qcb+LK | 1000 | oh | 23 | 2 | 21 | 0 | -9 |
medium Hazanshu | qcb+MK | 1000 | oh | 27 | 3 | 16 | +2 | -3 |
heavy Hazanshu | qcb+HK | 1000 | oh | 32 | 3 | 18 | +6 | -1 |
Overdrive Hazanshu | qcb+KK | 1000 | oh | 26 | 3 | 16 | +53 KD OTG* | -5 |
light Tensho Kicks | d,d+LK | 450×2 | high | 5 | 2>2 | 27+12 land | +29 KD | -37 |
medium Tensho Kicks | d,d+MK | 450×550 | high | 7 | 2>2 | 31+12 land | +25 KD | -41 |
heavy Tensho Kicks | d,d+HK | 200×3>600 | high | 9 | 2>2>2>2 | 26+12 land | KD +37 | -57 |
Overdrive Tensho Kicks | d,d+KK | 180×5>500 | high | 6 | 3>3 | 16+25 land | KD +30 | -40 |
Kikosho | qcf(x2)+P | 300×4>500 | high | 7 | 70 | 44 | +22 KD | -22 |
Aerial Kikosho | j.qcf(x2)+P | 300×4>600 | high | 7 | 50 | 16 land | +14 KD | -20 |
Hoyoku-sen | qcf(x2)+K | 2000 | high | 11 | 2×3>2x3>2 2×6>2>3 | 48 | +29 KD | -35 |
Soten Ranka | qcb(x2)+K | 4000 | high | 8 | 2>1>1 | 36 | +6 HKD | -24 |
Chun Li’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +11 KD | – |
back Throw | 1200 | high (grab) | 5 | 3 | 23 | +13 KD | – |
Aerial Throw | 1200 | aerial (grab) | 5 | 3 | 3 (on landing) | +10 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 (when parried) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | – | – | – | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Dee Jay
Dee Jay’s Normals and Command Normals
Move | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | chain, special | 4 | 3 | 6 | +4 | -1 |
MP | 600 | high | – | 7 | 3 | 13 | +5 | +2 |
HP | 800 | high | special | 9 | 6 | 18 | +4 | -4 |
LK | 300 | high | special | 5 | 2 | 12 | +2 | -2 |
MK | 600 | high | – | 9 | 3 | 16 | +6 | -1 |
HK | 800 | high | – | 12 | 3 | 26 | +1 | -5 |
cr.LP | 300 | high | chain, special | 5 | 3 | 8 | +4 | -1 |
cr.MP | 600 | high | special | 6 | 4 | 14 | +4 | -1 |
cr.HP | 800 | high | – | 8 | 2 | 20 | +6 | -2 |
cr.LK | 200 | low | chain | 5 | 2 | 10 | +2 | -2 |
cr.MK | 700 | low | – | 8 | 4 | 19 | -6 | |
cr.HK | 900 | low | – | 14 | 10 | 15 | HKD +33 | -11 |
j.LP | 300 | oh | – | 4 | 7 | 3 (on landing) | ~ | ~ |
j.MP | 300 | oh | – | 6 | 4 | 3 (on landing) | ~ | ~ |
j.HP | 700 | oh | – | 9 | 6 | 3 (on landing) | ~ | ~ |
j.LK | 500 | oh | – | 4 | 6 | 3 (on landing) | ~ | ~ |
j.MK | 800 | oh | – | 8 | 6 | 3 (on landing) | ~ | ~ |
j.HK | 800 | oh | – | 10 | 5 | 3 (on landing) | ~ | ~ |
f.MK | 700 | high | super | 19 | 5 | 16 | +6 | +2 |
b.HK | 500>300 | high | special | 7 | 3,3 | 20 | +1 | -5 |
j.d.LK | 300 | oh | – | 6 | until landing | 3 (on landing) | ~ | ~ |
LP>MK | 600 | high | – | 9 | 3 | 18 | +2 | -3 |
LP>MK>MK | 625 | high | – | 14 | 3 | 21 | +2 | -8 |
MP>HP | 500 | high | – | 11 | 7 | 24 | -2 | -10 |
MP>HP>HK | 600 | high | – | 13 | 3 | 30 | -13 | |
MP>MP | 500 | high | – | 12 | 2 | 17 | +2 | -2 |
MP>MP>HP | 900 | high | – | 20 | 2 | 24 | +43 (KD) | -8 |
MP>MP>b.HP | – | – (feint) | – | 23 total | 0 | – | -4 | -6 |
j.MP>HP | 700 | oh | – | 8 | 7 | ~ | ~ | ~ |
Dee Jay’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
light Air Slasher | b[c]f+LP | – | – | 21 total | – | – | – | – |
medium Air Slasher | b[c]f+MP | 600 | high | 17 | all the way | 27 | 0 | -5 |
heavy Air Slasher | b[c]f+HP | 500>500 | high | 17 | all the way | 43 | +3 | -3 |
Overdrive Air Slasher | b[c]f+PP | 500> 500 | high | 10 | all the way | +5 | +2 | |
Jackknife Maximum | d[c]u+LK | – | – | 26 + | – | – | 32 | – |
Jackknife Maximum | d[c]u+MK | 600> 500 | high | 6 | 3>4 | 32 | ~ | -55 |
Jackknife Maximum | d[c]u+HK | 600> 200> 500 | high | 6 | 4>5>4 | 32 | ~ | -55 |
Jackknife Maximum | d[c]u+KK | 300×5 | high | 6 | 6>3>3 | 44 | ~ | -55 |
Roll Through Feint | 236LK | – | – | 26 total | – | – | – | – |
Quick Rolling Sobat | 236MK | 1000 | high | 12 | 3 | 23 | +34 KD | -6 |
Double Rolling Sobat | 236HK | 700>700 | high | 15 | 3>4 | 24 | +2 | -10 |
Double Rolling Sobat | 236KK | 700>600 | high | 19 | 2>3 | 19 | +39 KD | -2 |
Machine Gun Uppercut | 214LP | 1650 (9 hits) | high | 15 | 4 | 35 | +34 KD | -19 |
Machine Gun Uppercut | 214MP | 1900 (12 hits) | high | 22 | 4 | 35 | +32 KD | -19 |
Machine Gun Uppercut | 214HP | 2200 (16 hits) | high | 28 | 4 | 35 | +40 KD | -19 |
Machine Gun Uppercut | 214PP | 2500 (17 hits) | high | 28 | 4 | 35 | +23 KD | -19 |
Jus Cool | qcb+K | – | – | 37 total | – | – | – | – |
Funky Slicer | qcb+K>LK | 800 | low | 12 | 3 | 20 | +2 | -3 |
Waning Moon | qcb+K>MK | 1000 | oh | 25 | 3 | 16 | +2 | |
Maximum Strike | qcb+K>HK | 1000 | 15 | 5 | 25 | -10 | ||
Juggling Dash | qcb+K>f.P | – | – | 40 total | – | – | – | – |
Juggling Sway | qcb+K>f.P >b.P | – | – | 61 total | – | – | – | – |
Jus Cool | qcb+KK | 500 | 8 | 5 | 36 | +33 KD | -22 | |
Funky Slicer | qcb+KK >LK | 900 | low | 9 | 3 | 24 | +6 | -2 |
Waning Moon | qcb+KK >MK | 1100 | oh | 19 | 5 | 17 | +7 | -1 |
Maximum Strike | qcb+KK >HK | 1000 | high | 11 | 5 | 21 | +55 KD | -8 |
Juggling Dash | qcb+KL >f.P>b.P | – | – | 35 total | – | – | – | – |
Juggling Sway | qcb+KK >f.P>b.P | – | – | 85 total | – | – | – | |
Speedy Maracas | d,d+PP | – | – | 133 total minimum | – | – | – | |
The Greatest Sobat | qcf(x2)+K | 1800 | high | 7 | 4 | 45 | +32 HKD | -24 |
Lowkey Sunrise Festival | qcf(x2)+LP | 300 (up to 2600) | high | 12 | 5 | 46 | +6* | -29 |
Marvelous Sunrise Festival | qcf(x2)+MP | 300 (up to 2800) | high | 12 | 5 | 46 | +6* | -29 |
Headliner Sunrise Festival | qcf(x2)+HP | 200 (up to 3000) | high | 12 | 5 | 46 | +6* | -29 |
Weekend Pleasure | qcb(x2)+P | 4000 | high | 9 | 5 | 48 | +26 KD | -28 |
* This is the frame advantage for most hits of the super, but the advantage can significantly change depending on the finisher.
Dee Jays’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +34 KD | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | +22 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Dhalsim
Dhalsim’s Normals and Unique Attacks
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Blocl |
---|---|---|---|---|---|---|---|
LP | 300 | high | 4 | 3 | 8 | +4 | -1 |
MP | 700 | high | 9 | 4 | 11 | -2 | -5 |
HP | 1000 | high | 16 | 4 | 27 | -6 | -11 |
LK | 300 | high | 9 | 4 | 11 | +2 | -6 |
MK | 600 | high | 12 | 3 | 18 | -2 | -6 |
HK | 800 | high | 17 | 3 | 20 | +1 | -6 |
cr.LP | 300 | high | 5 | 3 | 9 | +4 | -1 |
cr.MP | 600 | high | 12 | 3 | 16 | 0 | -4 |
cr.HP | 800 | low | 19 | 4 | 24 | -1 | -12 |
cr.LK | 200 | low | 4 | 7 | 16 | -5 ~ +1 | -10 ~ -4 |
cr.MK | 500 | low | 10 | 13 | 14 | -3 ~+9 | -10 ~ +2 |
cr.HK | 900 | low | 12 | 16 | 20 | +22 ~ +37 HKD | -16 ~ -1 |
j.LP | 300 | high | 4 | 4 | 3 (on landing) | – | – |
j.MP | 700 | high | 9 | 8 | 3 (on landing) | – | – |
j.HP | 800 | high | 13 | 4 | 3 (on landing) | – | – |
j.LK | 300 | high | 6 | 4 | 3 (on landing) | – | – |
j.MK | 500 | high | 11 | 6 | 3 (on landing) | – | – |
j.HK | 800 | high | 10 | 10 | 3 (on landing) | – | – |
b.MP | 700 | high | 8 | 6 | 16 | +2 | -3 |
b.HP | 900 | sp su | 14 | 7 | 29 | -9 | -16 |
b.MK | 600 | high | 7 | 4 | 17 | +3 | 0 |
b.HK | 1000 | high | 14 | 6 | 20 | 0 | -9 |
db.HP | 800 | high | 10 | 4 | 20 | +3 | -3 |
db.LK | 200 | low | 5 | 3 | 10 | +1 | -5 |
db.MK | 500 | low | 8 | 3 | 20 | -3 | -7 |
db.HK | 900 | low | 9 | 3 | 22 | HKD +33 | -7 |
j.2LP | 500 | high | 10 | until landing | 9 (on landing) | -21 ~ +4 | – |
j.2K | 500 | high | 9 | until landing | 6 (on landing) | -21 ~ +5 | – |
Dhalsim’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
Yoga Fire | qcf+P | 600 | high | 15 | 33 | -2 | -6 | |
Yoga Fire | qcf+PP | 500>500 | high | 13 | 1(7)1 close | 24 | KD +49 | -3 |
Yoga Fire (hold) | qcf+P[c] | 400>400 | high | 45 | 1(7)1 | 24 | KD +49 | -3 |
Yoga Arch | qcf+LK | 600 | high | 18 | 27 | -1 | ||
Yoga Arch | qcf+KK | 500>500 | high | 18 | 20 | +1 | -2 | |
light Yoga Flame | hcb+LP | 800 | high | 16 | 15 | 15(29) | KD +33 | -4 |
medium Yoga Flame | hcb+MP | 450>450 | high | 20 | 15 | 17(30) | KD +33 | -4 |
heavy Yoga Flame | hcb+HP | 400×3 | high | 26 | 17 | 16(30) | KD +45 | -4 |
Overdrive Yoga Flame | hcb+PP | 100>200×4 | high | 18 | 25 | 24 | KD +50 | -11 |
light Yoga Blast | hcb+LK | 1000 | high | 12 | 10 | 23 | KD +39 | -6 |
medium Yoga Blast | hcb+MK | 1200 | high | 15 | 10 | 20 | KD +42 | -3 |
heavy Yoga Blast | hcb+HK | 1200 | high | 15 | 10 | 20 | KD +42 | -3 |
Overdrive Yoga Blast | hcb+KK | 500>500 | high | 12 | 10 | 20 | KD +42 | 0 |
Yoga Comet | j.hcb+P | 800 | high | 30 | 54 | ~ | ~ | ~ |
Yoga Comet | j.hcb+PP | 600>600 | high | 30 | all the way | ~ | ~ | ~ |
Yoga Float | d+KK | – | – | 36 | ~ | – | – | |
Aerial Yoga Float | j.d+KK | – | – | 15 | ~ | – | – | |
Yoga Teleport | f+PPP or f+KKK | – | – | 5 | 24 | – | – | |
Yoga Teleport | b+PPP or b+KKK | – | – | 4 | 31 | – | – | |
Yoga Teleport | j.f+PPP or j.f+KKK | – | – | 9 | 15 | – | – | |
Yoga Teleport | j.b+PPP or j.b+KKK | – | – | 9 | 19 | – | – | |
light Yoga Inferno | qcf(x2)+LP | 160×12 | high | 10 | 104 | 20 | +24 KD | -15 |
medium Yoga Inferno | qcf(x2)+MP | 175×12 | high | 10 | 104 | 20 | +24 KD | -15 |
heavy Yoga Inferno | qcf(x2)+HP | 170×12 | high | 10 | 84 | 40 | +27 KD | -22 |
Yoga Sunburst | qcb(x2)+K | 2800 (in 5 hits) | high | 7 | all the way | 36 | +50 KD | -4 |
Merciless Yoga | qcf(x2)+K | 400>160×10 >2000 | high | 10 | 5 | 75 | +19 KD | -62 |
Dhalsim’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +31 KD | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | +19 KD | – |
down Thow | 1200 | high (grab) | 5 | 3 | 23 | +35 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
E. Honda
E. Honda’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | target combo, special | 5 | 3 | 10 | +4 | -1 |
MP | 700 | high | target combo, special | 10 | 4 | 13 | +4 | +1 |
HP | 900 | high | special | 8 | 7 | 20 | -1 | -6 |
LK | 300 | high | special | 4 | 2 | 9 | +5 | -1 |
MK | 700 | high | – | 10 | 4 | 16 | +4 | -3 |
HK | 400>400 | high | special | 8 | 2>4 | 22 | -1 | -5 |
HK | 400>400 | high | special | 8 | 2>4 | 22 | -1 | -5 |
cr.LP | 300 | high | special, chain | 4 | 3 | 10 | +4 | -1 |
cr.MP | 600 | high | special | 8 | 4 | 16 | +3 | -3 |
cr.HP | 800 | high | – | 11 | 4 | 17 | +3 | -3 |
cr.LK | 200 | low | chain | 5 | 2 | 9 | +3 | -3 |
cr.MK | 500 | low | – | 9 | 3 | 17 | +5 | -2 |
cr.HK | 900 | low | – | 11 | 3>5 | 14 | +30 KD | -10 |
j.LP | 300 | oh | – | 5 | 6 | 3 (on landing) | – | – |
j.MP | 700 | oh | – | 6 | 8 | 3 (on landing) | – | – |
j.HP | 800 | oh | – | 9 | 4 | 3 (on landing) | – | – |
j.LK | 300 | oh | – | 6 | 6 | 3 (on landing) | – | – |
j.MK | 700 | oh | – | 9 | 6 | 3 (on landing) | – | – |
j.HK | 800 | oh | – | 10 | 8 | 3 (on landing) | – | – |
u.HP | 800 | oh | – | 10 | 8 | 3 (on landing) | – | – |
f.HK | 900 | low | – | 14 | 3 | 21 | +1 | -5 |
df.HK | 800 | oh | kara* | 22 | 6 | 18 | +3 | -3 |
j.d.MK | 500 | oh | – | 11 | 9 | 3 (on landing) | – | – |
LP>MP | 300*600 | high | special | 5+4 | 3*4 | 20 | +34 KD | -10 |
MP>df.HK | 700*800 | oh | kara* | 10+22 | 3*10 | 18 | +3 | -3 |
E. Honda’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
Sumo Spirit* | d,d+K | – | – | 52 | – | – | – | – |
light Hundred Hand Slap | qcb+LP | 80×5>400 (80×5>450)* | high | 12 | 2>2>1 >2>1>2 (2>2>1> 2>1>2)* | 14 | +2(+4)* | -4 |
medium Hundred Hand Slap | qcb+MP | 80×8>360 (80×7>490)* | high | 18 | 2>2>1>1>1 >1>1>1>2 (2>2>1>1 >1>1>1>2)* | 17(14)* | +2(+4)* | -8 |
heavy Hundred Hand Slap | qcb+HP | 80×11>320 (80×10>450)* | high | 21 | 2>2>1>1> 1>1>1>1> 1>1>1>2 (2>2>1> 1>1>1>1> 1>1>1>2)* | 17(14)* | +2(+4)* | -8 |
Overdrive Hundred Hand Slap | qcb+PP | 80×8>160 (80×9>130)* | high | 19 | 4>2>2> 2>2>2> 2>2>2 (4>2>2 >2>2>2 >1>1>2)* | 12 | +4(+6)* | -3 |
light Sumo Headbutt | b(c)f+LP | 1000 | high | 10 | 22 | 20 | KD +40 | -4 |
medium Sumo Headbutt | b(c)f+MP | 1100 | high | 10 | 24 | 20 | KD +40 | -4 |
heavy Sumo Headbutt | b(c)f+HP | 1300 | high | 14 | 34 | 20 | KD +40 | -4 |
Overdrive Sumo Headbutt | b(c)f+PP | 1000 | high | 9 | 26 | 30 | KD +37 | -20 |
light Sumo Smash | d(c)u+LK | 400>1000 | high>oh | 11 | 4>8 | 17 | +23> +27 KD | +1 |
medium Sumo Smash | d(c)u+MK | 400>1000 | high>oh | 11 | 4>7 | 17 | +23> +27 KD | +1 |
heavy Sumo Smash | d(c)u+HK | 400>1000 | high>oh | 11 | 4>6 | 17 | +23> +27 KD | +1 |
Overdrive Sumo Smash | d(c)u+KK | 400>1000 | high>oh | 6 | 12>9 | 17 | +23> +27 KD | +1 |
light Oicho Throw | hcb+LK | 2000 | high (grab) | 7 | 3 | 52 | +7 KD | – |
medium Oicho Throw | hcb+MK | 2200 | high (grab) | 7 | 3 | 52 | +7 KD | – |
Oicho Throw | hcb+HK | 2400 | high (grab) | 7 | 3 | 52 | +7 KD | – |
Oicho Throw | hcb+4KK | 2800 | high (grab) | 7 | 3 | 52 | +7 KD | – |
Sumo Dash | qcf+K | – | – | 14+ | 51+ | – | – | – |
Sumo Dash | qcf+KK | – | – | 13+ | 34+ | – | – | – |
Teppo Triple Slap 1 | qcf+K>P | 400>400 | high | 9 | 3>3 | 22 | +42 KD | -3 |
Teppo Triple Slap 1 | qcf+KK~P | 400>400 | high | 9 | 3>3 | 17 | +45 KD | +2 |
Teppo Triple Slap 2 | qcf+K>P>P | 600 | high | 14f | 4 | 38 | +22 KD | -24 |
Teppo Triple Slap 2 | qcf+KK>P>P | 800 | high | 14 | 4 | 38 | +54 KD | -24 |
Taiho Cannon Lift | qcf+K>d.P | 400>400 | high | 12 | 2>3 | 32 (15 on hit) | +64 KD | -22 |
Taiho Cannon Lift | qcf+KK>d.P | 500>500 | high | 12 | 2>3 | 32 (15 on hit) | +64 KD | -22 |
Neko Damashi | d>d+P | 600 | high | 11 | 5 | 14 | +3 | -3 |
Show of Force | qcf(x2)+P | 2000 | high | 7 | 5 | 48 | +13 ~ + 38 KD | -33 |
Ultimate Killer Head Ram | b(c)f>b>f+K | 2800 | high | 12 | 2>18 | 45 | +13 HKD | -27 |
The Final Bout | qcb(x2)+P | 4000 | high | 9 | 3>3 | 51 | +11 HKD | -34 |
* After using Sumo Spirit, some of Honda’s frame data changes until he uses the specials that consume it. The frame advantage and damage for when he has a Sumo Spirit charge is represented between parenthesis.
E. Honda’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +17 KD | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | +24 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
Guile
Guile’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | Hit Adv | Block Adv |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | chain, special | 5 | 3 | 7 | +4 | -2 |
MP | 600 | high | target combo, special | 7 | 3 | 15 | +6 | 0 |
HP | 900 | high | super | 7 | 3 | 23 | -1 | -6 |
LK | 300 | high | super | 5 | 2 | 12 | +3 | -1 |
MK | 700 | high | – | 7 | 5 | 18 | +1 | -4 |
HK | 800 | high | super | 13 | 3 | 21 | +3 | -4 |
cr.LP | 300 | high | chain, special | 4 | 3 | 8 | +5 | -2 |
cr.MP | 600 | high | target combo, special | 6 | 3 | 12 | +5 | -2 |
cr.HP | 900 | high | – | 9 | 5 | 20 | 0 | -9 |
cr.LK | 200 | low | chain | 5 | 2 | 13 | +1 | -5 |
cr.MK | 500 | low | target combo | 8 | 3 | 18 | +4 | -5 |
cr.HK | 450×2 | low | target combo | 9 | 2>3 | 21 | HKD +34 | -12 |
cr.HK | – | – | – | – | – | – | – | – |
j.LP | 300 | oh | – | 4 | 10 | 3 (on landing) | – | – |
j.MP | 700 | oh | – | 7 | 3 | 3 (on landing) | – | – |
j.HP | 800 | oh | – | 9 | 4 | 3 (on landing) | – | – |
j.LK | 300 | oh | – | 6 | 10 | 3 (on landing) | – | – |
j.MK | 500 | oh | – | 7 | 7 | 3 (on landing) | – | – |
j.HK | 800 | oh | – | 10 | 5 | 3 (on landing) | – | – |
f.MP | 800 | high | – | 19 | 3 | 19 | +3 | -3 |
f.HP | 800 | high | – | 16 | 3 | 20 | +5 | +3 |
b.HP | 800 | high | special | 9 | 3 | 21 | +1 | -4 |
b.LK | 500 | high | – | 8 | 5 | 15 | 0 | -4 |
b.MK or f.MK | 700 | high | – | 11 | 3 | 18 | +4 | -6 |
f.HK | 1000 | high | – | 17 | 3 | 26 | -1 | -8 |
df.HK | 1000 | high | special | 10 | 3 | 23 | 0 | -9 |
MP>b.HP | 600 | high | kara* | 16 | 3 | 26 | KD +35 | -9 |
d.MP>d.MP | 360 | high | special | 12 | 3 | 16 | KD +44 | -6 |
d.MK>f.MP | 900(720) | high | – | 19 | 3 | 21 | +1 | -5 |
d.HK>df.HK | 600 | high | special | 10 | 3 | 25 | KD +33 | -30 |
Guile’s Specials and Supers
Move | Damage | Damage | Height | Startup | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
light Sonic Boom | b[c]f+LP | 550 | high | 10 | – | 30 | +3 |
Sonic Boom | b[c]f+MP | 550 | high | 10 | – | 30 | +3 |
Sonic Boom | b[c]f+HP | 550 | high | 10 | – | 30 | +3 |
Sonic Boom | b[c]f+PP | 500>500 | high | 10 | – | 28 | KD +48 |
light Somersault Kick | d[c]u+LK | 1000 (1200)* | low | 5 | 6 | 26+15 land | KD +36 |
medium Somersault Kick | d[c]u+MK | 1100 (1300)* | low | 6 | 6 | 27+15 land | KD +37 |
heavy Somersault Kick | d[c]u+HK | 1200 (1400)* | low | 7 | 6 | 28+15 land | KD +39 |
Overdrive Somersault Kick | d[c]u+KK | 1000>600 | low | 5 | 6 | 26+20 land | KD +29 |
light Sonic Blade | qcb+LP | 400 | low | 16 | [46] | 28 | -3 |
medium Sonic Blade | qcb+MP | 400 | low | 21 | [86] | 29 | -6 |
heavy Sonic Blade | qcb+HP | 250*250 | low | 31 | [102] | 23 | +1 |
Overdrive Sonic Cross | qcb+PP>f.P | 600(800)* >400 | low | 10 | – | 28 | KD +44~ |
Sonic Cross | qcb+P > f.PP | 400×2>500 | low | 10 | – | 28 | KD +48~ |
Overdrive Sonic Cross | qcb+PP | 300×2 | low | 15 | [101] | 24 | KD +53 |
Sonic Cross | qcb+PP > f.P | 400>400>500 | low | 10 | – | 28 | KD +47 |
Sonic Cross | qcb+PP > f.PP | 400×3*500 | low | 10 | – | 28 | KD Spin + Splat |
Sonic Break | PP | 600 each | low | 11 | – | 24 | +3 |
Sonic Break (followup) | b[c]f.P>P | 600 each | low | 11 | – | 24 | +3 |
OD Sonic Break (followup) | b[c]f.PP>P | 500*500 | low | 11 | – | 24 | +54 ~ KD |
Sonic Hurricane | b[c]f>b>f+P | 200×6*800 (2000) | low | 8 | 51 | 81 | +41 KD |
Sonic Hurricane | b[c]f>b>f+HP | 200×6*600 (1800) | low | 7 | 52 | 68 | +70 KD |
Solid Puncher | (qcbx2)+P | – | – | 1 (1500) | 5 | – | – |
Crossfire Somersault | b[c]f>b>f+K | 4000(3000) | low | 9 | 6 | 30+40 land | +16 HKD |
Guile’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +16 KD | – |
back Throw | 1200 | high (grab) | 5 | 3 | 23 | +29 KD | – |
Aerial Throw | 1200 | aerial (grab) | 5 | 3 | 3 (on landing) | +23 KD | – |
down Aerial Throw | 1200 | aerial (grab) | 5 | 3 | 3 (on landing) | +16 KD | |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 (when parried) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | – | – | – | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Jamie
Jamie’s damage doesn’t start at 100%. He only gets to do full damage when he has 2 drinks. Then, he gets extra damage for the following drinks up to the forth.
That’s when his appearance changes and so does his frame data. The damage values represent Jamie’s damage at 2 drinks unless the move demands more than that.
As for the the advantages on block and on hit, the ones between parenthesis represent Jamie’s frame data at 4 drinks.
Jamie’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
LP (no drinks) | 270* | high | special | 5 | 3 | 9 | 2 | -3 |
LP (1 drink+) | 330* | high | special, target combo | |||||
MP | 600* | high | – | 8 | 4 | 14 | 5 | 1 |
HP | 100×2>700 (900)* | high | special | 5 | 1>1>3 | 20 | +1(+3)** | -3(-1)** |
LK | 330* | high | chain, special | 5 | 2 | 11 | 3 | -1 |
LK>LK | – | high | – | – | – | – | – | – |
MK | 600* | high | special | 10 | 3 | 17 | 1 | -3 |
HK | 800* | high | special | 15 | 3 | 21 | 1 | -5 |
LP | 250* | high | chain, special | 4 | 2 | 9 | 5 | -1 |
MP | 600* | high | special | 6 | 3 | 13 | 3 | 0 |
HP | 900* | high | special | 9 | 5 | 23 | 0 | -8 |
LK | 200* | high | chain | 5 | 2 | 11 | 1 | -3 |
LK | 220* | low | ch | 5 | 2 | 11 | 1 | -3 |
MK | 500* | low | sp su | 7 | 3 | 18 | -1 | -6 |
HK | 400×2* | low>low | tc | 9 | 2>2 | 28 | +33 HKD | -10 |
j.LP | 300* | oh | – | 5 | 9 | 3 land | – | – |
j.MP | 700* | oh | sp | 7 | 4 | 3 land | – | – |
j.HP | 800* | oh | – | 10 | 6 | 3 land | – | – |
j.LK | 300* | oh | – | 6 | 6 | 3 land | – | – |
j.MK | 500* | oh | – | 7 | 6 | 3 land | – | – |
j.HK | 440×2* | oh | – | 8 | 3(5)4 | 3 land | KD | – |
d+KK | 600* | high | jump | 9 | 3 | 22 | +53 Launch | -8 |
f.MK | 570* | oh | – | 22 | 3 | 20 | 1 | -3 |
* Damage at 2 drinks (100%).
Jamie’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
The Devil Inside (up to 1 drinl)* | d,d+P | – | – | 48 | – | 2 | – | – |
The Devil Inside (up to 2 drinks) | d,d+P (hold) | – | – | 92 | – | 5 | – | – |
The Devil Inside (3 up to drinks) | d,d+P (hold) | – | – | 141 | – | 5 | – | – |
The Devil Inside (up to 4 drinks) | d,d+P (hold) | – | – | 188 | – | 5 | – | – |
The Devil Inside (4 drinks activation) | d,d+P | – | – | 1 | – | 4 | – | – |
light Freeflow Strikes | qcf+LP | 350* | high | 13 | 2 (2>2)** | 24 (20)* | -1 (+1) | -6 (-3) |
light Freeflow Strikes (Punch Follow Up) | qcf+LP>f.P | 350* | high | 13 | 2 | 28 | -3 | -13 |
light Freeflow Strikes (Punch Ender) | qcf+LP >f.P>f.P | 550* | high | 13 / 16* | 2 (2>2)** | 30 (28)* | +27 KD | -17 (-14)* |
light Freeflow Strikes (Kick Follow Up) | qcf+LP>f.P | 250* | high | 14 | 2 | 32 | -7 | -15 |
light Freeflow Strikes (Kick Ender) | qcf+LP >f.P>f.P | 450* | high | 18 | 2 | 64 | -1 KD | -49 |
medium Freeflow Strikes | qcf+MP | 400* | high | 16 | 2 (2>2)** | 24 (20)* | -1 (+1) | -6 (-3) |
medium Freeflow Strikes (Punch Follow Up) | qcf+MP>f.P | 400* | high | 16 | 2 | 28 (27)* | -3 (-2)* | -11 (-10) |
medium Freeflow Strikes (Punch Ender) | qcf+MP >f.P>f.P | 600* | high | 16 | 2 (2>2>3)** | 30 (28)* | +27 KD | -15 (-14) |
medium Freeflow Strikes (Kick Follow Up) | qcf+MP>f.K | 300* | high | 17 | 2 | 32 | -7 | -15 |
medium Freeflow Strikes (Kick Ender) | qcf+MP >f.K>f.K | 500* | high | 21 | 2 | 64 | -1 / -1 / -1 / +22 / -1* KD | -49 (-26 at 3 drinks only) |
heavy Freeflow Strikes | qcf+HP | 450* | high | 19 | 2 (2>2)** | 24 (20)* | -1 (+1)* | -6 (-3)* |
heavy Freeflow Strikes (Punch Follow Up) | qcf+HP>f.P | 450* | high | 19 (15)* | 2 (2>2)** | 28 (27)* | -3 (-2) | -9 (-10)* |
heavy Freeflow Strikes (Punch Ender) | qcf+HP >f.P>f.P | 650* | high | 19 (16)* | 2 (2>2>3)** | 28 (32)* | -3 (-2) | -9 (-10)* |
heavy Freeflow Strikes (Kick Follow Up) | qcf+HP>f.K | 300* | high | 19 (15)* | 2 (2>2)** | 28 (27)* | -3 (-2) | -9 (-10)* |
heavy Freeflow Strikes (Kick Ender) | qcf+MP >f.K>f.K | 550* | high | 24 | 2 | 64 | -1 / -1 / -1 / +22 / -1* KD | -49 (-26 at 3 drinks only) |
Overdrive Freeflow Strikes | qcf+PP | 450* | high | 13 | 2 | 24 | 0 | -3 |
Overdrive Freeflow Strikes (Punch Follow Up) | qcf+PP >f.P | 450* | high | 13 (15)* | 2 (2>2)** | 28 (27)* | -3 (-2)* | -9 (-10)* |
Overdrive Freeflow Strikes (Punch Ender) | qcf+PP >f.P>f.P | 750* | high | 13 (16)* | 2 (2>2>3)** | 30 (28)* | +27 (+28) KD* | -13 (-14)* |
Overdrive Freeflow Strikes (Kick Up) | qcf+PP >f.K | 350* | high | 14 | 2 | 32 | -7 | -15 |
Overdrive Freeflow Strikes (Kick Ender) | qcf+PP >f.K>f.K | 600* | high | 18 | 2 | 64 | +1 KD | -49 |
light Stagger Step | qcb+LP | 900* | high | 17 | 9 | 17 | +39 KD | -6 (+2)** |
medium Stagger Step | qcb+MP | 1000* | high | 17 | 9 | 17 | +39 KD | -6 (+2)** |
heavy Stagger Step | qcb+HP | 1200* | high | 17 | 9 | 17 | +39 KD | -5 (+3)** |
Overdrive Stagger Step | qcb+PP | 1100* | high | 20 | 9 | 15 | +73 KD (Tumble) | -1 (+7)** |
light Arrow Kick | f,d,df+LK | 500>500* | high | 6 | 7 | 54 | +42 KD | -44 |
medium Arrow Kick | f,d,df+MK | 500 > 700* | high | 8 | 7 | 53 | +34 KD | -43 |
heavy Arrow Kick | f,d,df+HK | 500>400 >500* | high | 10 | 7 | 53 | +39 KD | -43 |
Overdrive Arrow Kick | f,d,df+PP | 500>450 >550* | high | 6 | 7 | 53 | +40 KD | -43 |
Luminous Dive Kick (requires 1 drink) | qcb+K (while airborne) | 1000* | high | 11 | Until landing | 13 (on landing) | +46 (+52)* KD | -4 (+2)** |
Overdrive Dive Kick (requires 1 drink) | qcb+KK (while airborne) | 800* | high | 11 | Until landing | 13 (on landing) | +59 (+65)** KD Bounce (grounded only) | -4 (+2)** |
light Bakkai (requires 2 drinks) | qcf+LK | 800* | high | 18 | 2>3>2>2 | 24 | +42 KD | -12 |
medium Bakkai (requires 2 drinks) | qcf+MK | 1400* | high | 22 | 2>2>2> 2>2>2 | 31 | +35 KD | -16 |
heavy Bakkai (requires 2 drinks) | qcf+LK | 1600* | high | 26 | 2>2>2>2 >2>2>2 | 32 | +35 KD | -17 |
Overdrive Bakkai (requires 2 drinks) | qcf+LK | 2000* | high | 21 | 3>2>2> 2>2>2> 2>2>2>2 | 62 | +12 KD | -46 |
Tenshin (requires 2 drinks) | hcb+P | – | high (grab) | 8 | 2 | 52 | +8 | – |
Overdrive Tenshin (requires 2 drinks) | hcb+PP | 682* | high (grab) | 8 | 2 | 52 | +8 | – |
Swagger Hermit Punch (requires 4 drinks) | qcf+PP>f.P | high (grab) | 19 | 3 | 39 | +20 KD | -23 | |
Breaking | qcf(x2)+K | 2100 | high | 10 | 3>5>2>2> 2>2>2>2> 2>2>2>2 | 74 | +7 KD | -60 |
Breaking (drink ender) | qcf(x2)+K[c] | 1750 | high | 10 | 3>5>2>2> 2>2>2>2> 2>2>2>2 | 107 | -1 KD | -93 |
The Devil’s Song | qcb(x2)+P | – | – | 1 | 900*** | 5 | – | – |
Getsugo Saiho | qcf(x2)+K | 4500 | high | 10 | 3>3 | 42 | +18 (+14)**KD | -27 |
* Damage at two drinks
** Frame Data at 4 drinks
Jamie’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +24 KD | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | +36 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
JP
JP’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | Hit Adv | Block Adv |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | chain, special | 6 | 3 | 10 | +4 | -2 |
MP | 700 | high | – | 12 | 3 | 21 | +1 | -6 |
HP | 800 | high | special | 12 | 2 | 22 | +3 | -3 |
LK | 300 | high | special | 5 | 3 | 11 | +3 | -2 |
MK | 600 | high | special | 8 | 3 | 19 | +1 | -3 |
HK | 800 | high | – | 12 | 4 | 17 | +7 | +2 |
cr.LP | 300 | high | chain, special | 4 | 2 | 11 | +4 | -1 |
cr.MP | 600 | high | special | 7 | 4 | 14 | +6 | -2 |
cr.HP | 800 | high | special | 9 | 6 | 20 | +1 | -6 |
cr.LK | 200 | low | chain | 6 | 2 | 10 | +2 | -2 |
cr.MK | 700 | low | – | 9 | 3 | 17 | +3 | -3 |
cr.HK | 900 | low | – | 10 | 3 | 21 | +27 HKD | -6 |
j.LP | 300 | oh | – | 5 | 4 | 3 land | – | – |
j.MP | 700 | oh | – | 12 | 2 | 3 land | – | – |
j.HP | 800 | oh | – | 9 | 5 | 3 land | – | – |
j.LK | 300 | oh | – | 6 | 8 | 3 land | – | – |
j.MK | 600 | oh | – | 7 | 6 | 3 land | – | – |
j.HK | 800 | oh | – | 11 | 6 | 3 land | – | – |
b.MP | 500 | high | target combo, special | 8 | 3 | 16 | +5 | -1 |
f.MK | 700 | H | – | 22 | 2 | 19 | +3 | -3 |
df.HP | 900 | low | – | 16 | 3 | 31 | +17 HKD | -14 |
f.HK | 300>600 | – | special | 11 | 6 | 24 | – | -5 |
b.MP>MP | 500 | high | special | 10 | 3 | 20 | +3 | -6 |
HK>HP | 800>500 | high | special | 12>20 | 3 | 20 | +3 | -3 |
HK>HP>HP | 800>500>1000 | oh | – | 12>20>21 | 4 | 22 | +3 | -4 |
HK>HP>HK | 800>500>1000 | low | – | 12>20>21 | 3 | 22 | +3 | -4 |
JP’s Specials and Supers
Move | Command | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv |
---|---|---|---|---|---|---|---|---|
Triglav | d.d+P | 800 | high | 22 | 10 | 24 | – | -2 |
Overdrive Triglav | d.d+PP | 500>500 | high | 20 | 20 | 14 | – | +3 |
light Stribog | qcf+LP | 300>700 | high | 16 | 3,3 | 28 | KD +38 | -10 |
medium Stribog | qcf+MP | 400>800 | high | 20 | 3>3 | 27 | KD +42 | -8 |
heavy Stribog | qcf+HP | 300>500 | high | 28 | 3>3 | 19 | KD +86 | +4 |
Overdrive Stribog | qcf+PP | 300>500 | high | 22 | 3>3 | 22 | KD +68 | +2 |
light Departure | qcb+LP | – | – | 182 | – | 50 total | – | – |
medium Departure | qcb+MP | – | – | 182 | – | 50 total | – | – |
heavy Departure | qcb+HP | – | – | 182 | – | 50 total | – | – |
Overdrive Departure | qcb+PP | – | – | – | – | 40 total | – | – |
Departure: Window | qcb+P> qcb+LP/MP | – | – | 5 | – | 19 | – | – |
Departure: Shadow | qcb+P> qcb+HP | 800 | – | 20 | – | 21 | – | – |
Torbalan | qcf+LK | 800 | high | 22 | (8)1 | 28 | – | -6 |
Torbalan | qcf+MK | 1000 | oh | 26 | (12)1 | 24 | +6 | -8 |
Torbalan | qcf+HK | 1000 | low | 26 | (12)1 | 24 | +6 | -8 |
Torbalan | qcf+KK | 400>400 | high | 22 | (8)1(25)1 | 2 | – | +25 |
Torbalan Feint | qcf+K[c] | – | – | 34 total | – | – | – | – |
Embrace | qcb+K | 1800 | mid (grab) | 25 | 3 | 44 | KD +18 | – |
Embrace | qcb+KK | 2600 | mid (grab) | 25 | 3 | 44 | KD +18 | – |
Amnesia | d.d+K | – | – | 3 | 18 | 35 | – | – |
Amnesia bomb | [successful parry] | 800 | – | – | – | 17 | – | – |
Overdrive Amnesia | d.d+KK | – | – | 1 | 20 | 35 | – | – |
Amnesia bomb | [successful overdrive parry] | 600>600 | – | – | – | 17 | – | – |
Chornobog | (qcfx2)+P | 400>1600 | high | 8 | all the way | 58 | ~ | -33 |
Lovushka | (qcbx2)+P | 500×4 | high>oh >low>oh | 8 (total) | – | – | ~ | ~ |
Interdiction | (qcfx2)+K | 4000 | high | 18 | – | 62 | +44 KKD | -50 |
JP’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +24 KD | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | +36 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Juri
Juri’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | chain, special | 4 | 4 | 7 | +5 | -2 |
MP | 600 | high | special, target combo | 6 | 4 | 12 | +7 | +2 |
HP | 800 | high | special | 10 | 3 | 24 | -1 | -5 |
LK | 300 | high | special | 5 | 3 | 9 | +1 | -5 |
MK | 400>300 | high | special | 5>8 | 2>3 | 17 | +3 | -4 |
HK | 1000 | high | – | 17 | 4 | 19 | +3 | -3 |
cr.LP | 300 | high | chain, special | 4 | 3 | 8 | +4 | -1 |
cr.MP | 600 | high | special | 6 | 4 | 14 | +5 | -2 |
cr.HP | 900 | high | special | 8 | 4 | 23 | +3 | -11 |
cr.LK | 200 | low | chain | 5 | 3 | 8 | +3 | -1 |
cr.MK | 500 | low | special | 8 | 3 | 19 | +1 | -6 |
cr.HK | 900 | low | – | 10 | 3 | 23 | +32 HKD | -11 |
j.LP | 300 | oh | – | 5 | 6 | 3 (upon landing) | ~ | ~ |
j.MP | 700 | oh | special | 7 | 5 | 3 (upon landing) | ~ | ~ |
j.HP | 900 | oh | – | 12 | 6 | 3 (upon landing) | +24 ~ +33 HKD | ~ |
j.LK | 300 | oh | – | 4 | 6 | 3 (upon landing) | ~ | ~ |
j.MK | 500 | oh | – | 6 | 6 | 3 (upon landing) | ~ | ~ |
ub.HK / uf.HK | 800 | oh | – | 10 | 6 | 3 (upon landing) | ~ | ~ |
neutral j.HK | 800 | oh | – | 10 | 4 | 3 (upon landing) | ~ | ~ |
f.MP | 600 | high | special | 8 | 3 | 17 | +4 | -3 |
f.MK | 600 | oh | – | 21 | 2 | 23 | +2 | -2 |
f.HP | 500×2 | high | special | 15>23 | 3>3 | 20 | +2 | -4 |
b.HK | 400×2 | high | special | 10>19 | 3>3 | 19 | -2 | -6 |
MP>b.HP | 500 | high | target combo | 12 | 3 | 19 | KD +35 | -3 |
LP (Feng Shui Engine)* | 100 | high | chain, special | 4 | 4 | 7 | +5 | -2 |
MP (Feng Shui Engine)* | 400 | high | chain, special | 6 | 4 | 12 | +7 | +2 |
HP (Feng Shui Engine)* | 600 | high | chain, special | 10 | 3 | 24 | KD +29 | -5 |
LK (Feng Shui Engine)* | 100 | high | chain, special | 5 | 3 | 9 | +1 | -5 |
MK (Feng Shui Engine)* | 300>200 | high | chain, special | 5>8 | 2(1)3 | 17 | +3 | -4 |
HK (Feng Shui Engine)* | 800 | high | chain, special | 17 | 4 | 19 | KD +34 | -3 |
cr.LP (Feng Shui Engine)* | 100 | high | ch sp su | 4 | 3 | 8 | +4 | -1 |
cr.MP (Feng Shui Engine)* | 400 | high | chain, special | 6 | 4 | 14 | +5 | -2 |
cr.HP (Feng Shui Engine)* | 700 | high | special, jump | 8 | 4 | 23 | KD +34 | -11 |
cr.LK (Feng Shui Engine)* | 100 | low | chain, special | 5 | 3 | 8 | +3 | -1 |
cr.MK (Feng Shui Engine)* | 300 | low | chain, special | 8 | 3 | 19 | +1 | -6 |
cr.HK (Feng Shui Engine)* | 700 | low | special | 10 | 3 | 23 | HKD +32 | -11 |
j.LP (Feng Shui Engine)* | 100 | oh | chain, special | 5 | 6 | 3 (upon landing) | KD | – |
j.MP (Feng Shui Engine)* | 500 | oh | chain, special | 7 | 5 | 3 (upon landing) | KD | – |
j.HP (Feng Shui Engine)* | 700 | oh | chain, special | 12 | 6 | 3 (upon landing) | KD | – |
j.LK (Feng Shui Engine)* | 100 | oh | chain, special | 4 | 6 | 3 (upon landing) | KD | – |
j.MK (Feng Shui Engine)* | 300 | oh | chain, special | 6 | 6 | 3 (upon landing) | KD | – |
j.HK (Feng Shui Engine)* | 600 | oh | chain, special | 10 | 6 | 3 (upon landing) | KD | – |
neutral j.HK (Feng Shui Engine)* | 600 | oh | chain, special | 10 | 4 | 3 (upon landing) | KD | – |
f.MP (Feng Shui Engine)* | 400 | high | chain, special | 8 | 3 | 17 | +4 | -3 |
f.MK (Feng Shui Engine)* | 400 | oh | special | 21 | 2 | 23 | KD +23 | -2 |
f.HP (Feng Shui Engine)* | 400>400 | high | chain, special | 15>23 | 3>3 | 20 | KD +40 | -4 |
b.HK (Feng Shui Engine)* | 300>300 | high | chain, special | 10>19 | 3>3 | 19 | KD +20 | -6 |
Juri’s Specials and Supers
Move | Command | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv |
---|---|---|---|---|---|---|---|---|
light Fuhajin | qcb+LK | 600 | high | 10 | 4 | 21 | +37 KD | -4 |
medium Fuhajin | qcb+MK | 600 | high | 13 | 4 | 21 | +37 KD | -6 |
heavy Fuhajin | qcb+HK | 500 | high | 25 | 4 | 20 | +46 KD | -9 |
Overdrive Fuhajin | qcb+KK | 600 | high | 16 | 4 | 23 | +45 KD | -12 |
Saihasho | qcf+LK | 400 | high | 16 | 10 | 20 | -2 | -8 |
Saihasho (enhanced) | qcf+LK (with fuha stock)* | 600 | high | 16 | 80 | 29 | +1 | -3 |
Overdrive Saihasho | qcf+LK+MK | 400×2 | high | 11 | 120 | 27 | +39 KD | -2 |
Ankensatsu | qcf+MK | 600 | high | 24 | 4 | 19 land | +3 | -10 |
Ankensatsu (enhanced) | qcf+MK (with fuha stock)* | 600 | high | 24 | 4 | 19 land | +8 | -10 |
Ankensatsu | qcf+LK+HK | 800 | high | 24 | 4 | 19 land | +9 | -10 |
Go Ohsatsu | qcf+HK | 1000 | high | 18 | 4 | 27 | +27 KD | -11 |
Go Ohsatsu (enhanced) | qcf+HK (with fuha stock)* | 700>500 | high | 18 | 4(12)3 | 27 | +37 KD | -12 |
Overdrive Go Ohsatsu | qcf+MK+HK | 600>400×2 | high | 18 | 4(12)3(28)5 | 28 | +32 KD | -16 |
light Tensenrin | qcf+LP | 400×2 | high | 11 | 3(2)2 | 22 | +37 KD | -8 |
medium Tensenrin | qcf+MP | 300×4 | high | 5 | 8(5)2(3)2 | 24+14 land | +31 KD | -37 |
heavy Tensenrin | qcf+HP | 300×4 (1200) | high | 5 | 8(5)2(3)2 | 24+14 land | +28 KD | -37(-41 crouch) |
Overdrive Tensenrin | qcf+PP | 600>200×3 >400 | high | 5 | 4(1)2(6)2(2)2 | 32+19 land | +5 KD | -48 |
Shiku-sen | j.qcb+K | 400 | high | 18 | until landing | 18 land | +34 KD | -10 |
Shiren-sen | j.qcb+K>K | 300×2>600 | – | 6 | 4(4)4(17)4 | 23(29)+12 land | +28 ~ +33 KD | ~ |
Overdrive Shiku-sen | j.qcb+KK | 300 | high | 16 | until landing | 18 land | +37 KD | -10 |
Overdrive Shiren-sen | j.qcb+K>K | 300×3 | – | 6 | 4(4)4(17)4 | 27(34)+7 land | +50 ~ +56 KD | ~ |
Sakkai Fuhazan | qcf(x2)+K | 1800 | high | 7 | 43>35>23+ (projectile) | 58 | +26 KD | -32 |
Sakkai Fuhazan (with fuha stock) | qcf(x2)+K[c]* | 2300 | high | 7 | 43>35>23+ (projectile) | 57 | +27 KD | -31 |
Feng Shui Engine | qcb(x2)+P | – | – | 1 | 10 seconds | 7 | – | – |
Feng Shui Engine (with dash) | qcb(x2)+P(c) | 300 | high | 12 | 11 (for the dash, and then 10 seconds for the effect) | 23 | -1 ~(+9) | -14 ~ -4 |
Kaisen Dankai Raku | qcb(x2)+K | 4000 | high | 10 | 52 | 52 | +22 HKD | -31 |
Juri’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | KD +18 | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | KD +11 | – |
Air Throw | 1200 | aerial (grab) | |||||
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | KD +23 | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Ken
Ken’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | On hit | On Block |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | chain, special | 4 | 3 | 7 | +4 | -1 |
MP | 600 | high | special, target combo | 5 | 4 | 14 | +4 | -2 |
HP | 800 | high | special | 10 | 5 | 17 | +3 | -2 |
LK | 300 | high | special | 5 | 2 | 12 | 0 | -2 |
MK | 600 | high | target combo | 8 | 3 | 20 | +3 | -5 |
HK | 800 | high | – | 12 | 2 | 25 | +1 | -7 |
cr.LP | 300 | high | special, target combo | 4 | 2 | 9 | +5 | -1 |
cr.MP | 700 | high | special | 6 | 3 | 14 | +3 | 0 |
cr.HP | 800 | high | special | 8 | 4 | 24 | +3 | -10 |
cr.LK | 200 | low | – | 5 | 3 | 10 | +1 | -3 |
cr.MK | 500 | low | special | 7 | 3 | 19 | -2 | -6 |
cr.HK | 900 | low | – | 8 | 3 | 24 | +31 HKD | -8 |
j.LP | 300 | oh | – | 5 | 7 | 3 (on landing) | ~ | ~ |
j.MP | 700 | oh | special | 6 | 4 | 3 (on landing) | ~ | ~ |
j.HP | 800 | oh | – | 9 | 6 | 3 (on landing) | ~ | ~ |
j.LK | 300 | oh | – | 6 | 6 | 3 (on landing) | ~ | ~ |
j.MK | 500 | oh | – | 7 | 6 | 3 (on landing) | ~ | ~ |
j.HK (back or forward jump) | 800 | oh | – | 10 | 7 | 3 (on landing) | ~ | ~ |
j.HK (neutral jump) | 900 | oh | – | 6 | 4 | 3 (on landing) | ~ | ~ |
MP>HP | 600>400 | high>high | special | 5>11 | 4>3 | 19 | +36 (KD) | -7 |
Ken’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
light Hadoken | d,df,f+LP | 600 | high | 16 | – | 33 | -3 | -8 |
medium Hadoken | d,df,f+MP | 600 | high | 14 | – | 35 | -5 | -10 |
heavy Hadoken | d,df,f+HP | 600 | high | 12 | – | 37 | -7 | -12 |
Overdrive Hadoken | d,df,f+PP | 400>400 | high | 12 | – | 28 | +2 | -2 |
light Shoryuken | f,d,df+LP | 1100 | high | 5 | 10 | 21+12 | KD +33 | -23 |
medium Shoryuken | f,d,df+MP | 700>600 | high | 6 | 10 | 28+12 | KD +33 | -28 |
heavy Shoryuken | f,d,df+HP | 800>300 >300 | high | 7 | 10 | 35+15 | KD +25 | -36 |
Shoryureppa* | f,d,df+PP | 200×5 >600 | high | 6 | 10>10 | 35+15 | KD +29 | -37 |
light Tatsumaki Senpukyaku | qcb+LK | 300*400 (700) | high | 4 | 2>3 | 14+18 | KD +46 /+38 | -14 |
medium Tatsumaki Senpukyaku | qcb+MK | 450*450 (900) | high | 14 | 2>2 | 11+20 | KD +44 /+32 | -12 |
heavy Tatsumaki Senpukyaku | qcb+HK | 300>300 >400 | high | 16 | 2>2> 2>2>2 | 14+17 | KD +36 | -12 |
Overdrive Tatsumaki Senpukyaku | qcb+KK | 300 >200×3 >600 | high | 9 | 4>3> 3>3>3 | 21+13 | KD +28 | -61 |
Aerial Tatsumaki Senpukyaku | qcb+K (airborne) | 700 | high | 11 | 2>2>2 | 14 | KD +42/+46 | -4(0) |
Aerial Tatsumaki Senpukyaku | qcb+KK (airborne) | 900(700) | high | 11 | 2>2>2> 2>2 | 14 | +5 (+10) | -4(1) (-8) |
light Dragonlash Kick | f,d,df+LK | 1000 | high | 18(20) | 6 | 9+13 | +1(+2) | -6(-5) |
medium Dragonlash Kick | f,d,df+MK | 1100 | high | 18(20) | 5 | 10+15 | +3(+4) | -8(-7) |
heavy Dragonlash Kick | f,d,df+HK | 1200 | high | 28(30) | 5 | 8+13 | +3(+4) | +1(+2) |
Overdrive Dragonlash Kick | f,d,df+KK | 500>700 | high | 9(20) | 2>6 | 9+15 | +2(+4) | -8(-6) |
Jinrai Kick | qcf+LK | 500 | low | 12 | 3 | 28 | +1 | -11 |
Jinrai Kick | qcf+MK | 600 | high | 16 | 3 | 24 | +2 | -7 |
Jinrai Kick | qcf+fHK | 700 | high | 25 | 3 | 19 | KD +42 | -2 |
Kazekama Shin Kick | qcf+K>f+LK | 500 | high | 6 | 4 | 19 | +3 | -5 |
Gorai Axe Kick | qcf+K>f+MK | 1000 | high | 18 | 3 | 20 | +3 | -3 |
Senka Snap Kick | qcf+K>f+HK | 800 | high | 10 | 3 | 25 | KD +33 | -3 |
Overdrive Jinrai Kick | qcf+KK | 600 | high | 13 | 2 | 25 | -4 | -7 |
Kazekama Shin Kick | qcf+KK>f.LK | 500 | low | 6 | 3 | 20 | +3 | -5 |
Gorai Axe Kick | qcf+KK>f.MK | 1000 | oh | 17 | 3 | 24 | -3 | -7 |
Senka Snap Kick | qcf+KK>f.HK | 800 | high | 10 | 4 | 20 | KD +37 | -4 |
Dragonlash Flame | qcb(x2)+K | 2000 | high | 7 | 3 | 40 | +35 KD | -24 |
Shippu Jinraikyaku | qcf(x2)+K | 2700 | high | 6 | 2>3> 3>3>2 | 32 | +36 KD | -19 |
Shinryu Reppa | qcf(x2)+P | 4000 | high | 7 | 3>6>13 | 30+15 | +15 KD | -30 |
Ken’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | KD +18 | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | KD +11 | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | KD +23 | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Kimberly
Kimberly’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | Hit Adv | Block Adv |
---|---|---|---|---|---|---|---|---|
LP | 270 | high | chain, special | 5 | 2 | 8 | +5 | -2 |
MP | 540 | high | special | 6 | 3 | 18 | +3 | -2 |
HP | 630 | high | special | 9 | 3 | 20 | +3 | -4 |
LK | 270 | high | special | 5 | 3 | 11 | +1 | -3 |
MK | 540 | high | special | 8 | 3 | 18 | +1 | -4 |
HK | 630 | high | – | 12 | 4 | 17 | +7 | +2 |
cr.LP | 270 | high | chain, special | 4 | 3 | 7 | +4 | -2 |
cr.MP | 450 | high | special | 6 | 3 | 13 | +7 | -1 |
cr.HP | 720 | high | special | 8 | 6 | 17 | +3 | -2 |
cr.LK | 180 | low | chain | 5 | 3 | 7 | +2 | -2 |
cr.MK | 540 | low | – | 7 | 3 | 16 | +5 | +1 |
cr.HK | 810 | low | – | 8 | 3 | 24 | +31 HKD | -10 |
j.LP | 270 | oh | – | 4 | 10 | 3 land | ~ | ~ |
j.MP | 450 | oh | special | 6 | 4 | 3 land | ~ | ~ |
j.HP | 630 | oh | – | 8 | 5 | 3 land | ~ | ~ |
j.LK | 270 | oh | – | 5 | 10 | 3 land | ~ | ~ |
j.MK | 540 | oh | – | 7 | 6 | 3 land | ~ | ~ |
j.HK | 630 | oh | – | 9 | 6 | 3 land | ~ | ~ |
j.d.MP | 540 | high | – | 13 | until land | 8 land | +5 ~ +7 | -2 ~ 0 |
df.MK | 450 | low | – | 11 | 10 | 16 | -3 ~ +6 | -9 ~ 0 |
b.HK | 720 | oh | – | 22 | 2 | 19 | +4 | -3 |
f.HK | 720 | high | jump | 27 | 3 | 3+18(10) land | +1 | -3 |
f.HK>8 | – | – | – | 20 | – | 30+3 | -10 | -22 |
f.HK>9 | – | – | – | 20 | – | 30+3 | -10 | -22 |
f.HK>7 | – | – | – | 16 | – | 30+3 | -10 | -22 |
LP>MP | 360(324) | oh | target combo | 6 | 3 | 18 | +1 | -6 |
LP>MP>HP | 440(352) | oh | target combo | 10 | 2 | 25 | KD +47 | -10 |
LP>MP>HP>HK | 520(364) | oh | – | 26 | 3 | 24 | KD +26 | -12 |
LP>MP>d.HP | 580(464) | oh | target combo | 10 | 2 | 25 | +2 | -10 |
LP>MP>d.HP>HK | 750(525) | oh | – | 15 | 3 | 24 | KD +26(+45) | -12 |
LP>MP>d.HP>d.HK | 750(525) | oh | – | 15 | 3 | 23 | KD +16 | -12 |
MP>HP | 360 | oh | special | 10 | 3 | 26 | KD +28 | -12 |
Kimberly’s Specials and Supers
Move | Command | Damage | High | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
light Bushin Senpukyaku | qcb+LK | 360>270 >360 | high | 6 | 6>6>6>3 | 6>17(on landing) | +23 KD | -30 |
medium Bushin Senpukyaku | qcb+MK | 360×3 | high | 7 | 6>6>6>3 | 8>17(on landing) | +22 KD | -32 |
heavy Bushin Senpukyaku | qcb+HK | 450>360 >360 | high | 8 | 6>6>6>3 | 11>17(on landing) | +21 KD | -35 |
Overdrive Bushin Senpukyaku | qcb+KK | 450>180×3 >360 | high | 6 | 6>6>6 >6>3 | 11>17(on landing) | +20 KD | -40 |
Aerial Bushin Senpukyaku | j.qcb+K | 225×2>450 | high | 8 | 2>2>2 | 12 (on landing) | +5 ~ +8 | KD +39(40) |
Overdrive Aerial Bushin Senpukyaku | j.qcb+KK | 450>90×2 >270>450 | high | 8 | 2>3>2 >3>2 | 12 (on landing) | +5 ~ +8 | KD +48(50) |
light Vagabond Edge | qcf+LP | 810 | high | 10 | 2 | 22 ~ 25 | +3 | -6 |
medium Vagabond Edge | qcf+MP | 540×2 | high | 17 | 2 | 28 ~ 31 | +26 ~ +37 KD | -12 |
heavy Vagabond Edge | qcf+HP | 360>180 | high | 24 | 2 | 21 ~ 31 | +56 KD | -12 |
Overdrive Vagabond Edge | qcf+PP | 360>180 | high | 17 | 2 | 28 ~ 31 | +56 KD | -12 |
Sprint | qcf+K | – | – | 8 | – | – | – | – |
Torso Cleaver | qcf+K>LK | 900 | high | 8+21 | 7 | 16 | +41 KD | +1 |
Shadow Slide | qcf+K>MK | 720 | low | 8+10 | 12 | 19 | +39 KD | -12 |
Neck Hunter | qcf+K>HK | 900 | high | 8+19 | 5 | 19 | +23 KD | -3 |
Emergency Stop | qcf+K>P | – | – | 8+14 | – | – | – | – |
Arc Step | qcf+K> – (let Kimberly run up to the opponent) | 270>180 | low | 8+15 | 2>2 | 25 ~ 26 (+4 on landing) | +3 | -6 |
Bushin Hojin Kick | qcf+K>K (during Arc Step) | 630 | low | 8+15+13 | 6 | 20 (on landing) | +32 KD | -8 |
Bushin Izuna Otoshi | qcf+K>P (during Arc Step) | 1440 | high (grab) | 8+15+13 | 6 | 40 (on landing) | +31 HKD | – |
Overdrive Sprint | qcf+KK | – | – | 8(6) | – | – | – | – |
Overdrive Torso Cleaver | qcf+KK>LK | 540×2 | low | 8+17 | 7 | 16 | +43 KD | +3 |
Overdrive Shadow Slide | qcf+KK>MK | 700>200 | low | 8+8 | 8,4 | 19 | KD +47 | -10 |
Overdrive Neck Hunter | qcf+KK>HK | 810>270 | high | 8+15 | 2,3 | 19 | +25 KD | -1 |
Overdrive Emergency Stop | qcf+KK>P | – | – | 6+13 | – | – | – | – |
Arc Step | qcf+KK (let Kimberly run up to the opponent) | 180>90 | low | 8+13 | 2>2 | 25 ~ 26+4 (on landing) | +3 | -6 |
Bushin Hojin Kick | qcf+KK>K (during Arc Step) | 420 | low | 8+13+13 | 6 | 20 (on landing) | +43 KD | -8 |
Bushin Izuna Otoshi | qcf+KK>P (during Arc Step) | 900 | high (grab) | 8+13+13 | 6 | 40 (on landing) | +95 HKD | – |
Hidden Variable | qcb+P | – | – | 19 | 8 | 7 ~ 17 | – | – |
Overdrive Hidden Variable | qcb+PP | – | – | 19 | 8 | 7 ~ 14( +3 on landing) | – | – |
Genius at Play | d>d>P (when no bombs are left) | – | – | 42 | – | 2 | – | – |
Overdrive Genius at Play | d>d>PP (when no bombs are left) | – | – | 42 | – | 2 | – | – |
Shuriken Bomb | d>d+P (must have stocks) | 450 | low | 18 (throw) + 103 (to explode) | 10 (the explosion) | 26 | +88 KD | – |
Overdrive Shuriken Bomb Spread | d>d+PP (must have stocks) | 450×2 | low | 19 (throw) + 103 (to explode) | 10 (the explosion) | 26 | +88 KD | – |
Nue Twister | j.qcf+P | 1440 | Aerial (grab) | 5 | 3 | 20 (on landing) | +22 HKD | – |
Overdrive Nue Twister | j.qcf+PP | 900 | Aerial (grab) | 5 | 3 | 20 (on landing) | +98 HKD (ground bounce) | – |
Bushin Beats | qcf(x2)+K | 1800 | low | 12 | 15 | 40 | +22 KD | -25 |
Bushin Beats (with at least 1 shuriken bomb) | qcf(x2)+K | 2000 | low | 12 | 15 | 40 | +38 KD | -25 |
Bushin Scramble | qcb(x2)+P | 2600 | low | 13 | until landing | 39 (on landing) | +22 KD | -26 ~ -20 |
Soaring Bushin Scramble | j.qcb(x2)+P | 2600 | low | 13 | until landing | 39 (on landing) | +22 KD | -26 ~ -20 |
Bushin Ninjastar Cypher | qcf(x2)+P | 4000 | low | 8 | 6 | 51 | +16 HKD | -25 |
Kimberly’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1082 | high (grab) | 5 | 3 | 23 | KD +18 | – |
Back Throw | 1082 | high (grab) | 5 | 3 | 23 | KD +11 | – |
Air Throw | 1200 | aerial (grab) | |||||
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD) / +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | KD +23 | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Lily
Lily’s Normals and Unique Attacks
Command | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Blocl |
---|---|---|---|---|---|---|---|---|
LP | 350 | high | special, chain | 6 | 5 | 8 | +6 | -1 |
MP | 800 | high | – | 9 | 4 | 17 | +1 | -4 |
HP | 900 | high | special | 11 | 3 | 22 | 0 | -5 |
LK | 300 | high | special, chain | 4 | 3 | 12 | +1 | -4 |
MK | 600 | high | special | 7 | 3 | 15 | +2 | -1 |
HK | 1000 | high | – | 14 | 4 | 21 | +1 | -5 |
cr.LP | 300 | high | special, chain | 6 | 3 | 8 | +5 | -1 |
cr.MP | 700 | high | super only | 8 | 3 | 18 | +1 | -3 |
cr.HP | 500>500 | high | special | 10 | 3>3 | 22 | 0 | -2 |
cr.LK | 200 | low | chain | 5 | 2 | 12 | +2 | -2 |
cr.MK | 500 | low | special | 10 | 3 | 18 | +1 | -5 |
cr.HK | 450>450 | – | – | 11 | 2>2 | 24 | +32 HKD | -12 |
j.LP | 300 | oh | – | 5 | 9 | 3 (on landing) | – | – |
j.MP | 700 | oh | – | 9 | 4 | 3 (on landing) | – | – |
j.HP | 800 | oh | – | 10 | 6 | 3 (on landing) | – | – |
j.LK | 300 | oh | – | 6 | 6 | 3 (on landing) | – | – |
j.MK | 500 | oh | – | 8 | 5 | 3 (on landing) | – | – |
j.HK | 800 | oh | – | 11 | 6 | 3 (on landing) | – | – |
f.HP | 900 | high | special, target combo | 18 | 2 | 24 | +1 | -5 |
df.HP | 900 | oh | – | 25 | 3 | 18 | +2 | -3 |
b.HP | 1000 | high | – | 14 | 4 | 18 | +5 | -2 |
j.d.HP | 800 | oh | – | 9 | 11 | 3 (on landing) | – | – |
f.HP>HP | 500 | high | target combo | 20 | 2 | 27 | 0 | -9 |
f.HP>HP>HP | 500 | high | – | 20 | 5 | 42 | +23 KD | -26 |
j.MP>MP | 700 | oh | super only (level 2) | 10 | 3 | 3 (on landing) | – | – |
Lily’s Specials and Supers
Name | Input | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv |
---|---|---|---|---|---|---|---|---|
light Condor Wind (gains Windblad stock) | qcb+LP | – | – | 46 | – | 1 | – | – |
light Condor Wind (gains Windblad stocks) | qcb+LP[c] | – | – | 47 ~ 109 | – | – | – | – |
medium Condor Wind (gains Windblad stock) | qcb+MP | 900 | high | 23[93] | 4 | 25 | -8 | – |
heavy Condor Wind (gains Windblad stock) | qcb+HP | 1100 | high | 25 ~ 93 | 4 | 25 | +2 | -8 |
Overdrive Condor Wind (gains Windblad stock) | qcb+PP | 1200 | high | 21 | 4 | 23 | +39 KD | -5 |
Condor Wind (attack) | qcb+PP[c] | – | – | 40 | – | – | – | – |
light Condor Spire | qcf+LK | 800 | high | 17 | 13 | 16 | KD +33 | -8 |
medium Condor Spire | qcf+MK | 900 | high | 21 | 13 | 16 | KD +37 | -8 |
heavy Condor Spire | qcf+HK | 1000 | high | 25 | 13 | 16 | KD +37 | -8 |
Overdrive Condor Spire | qcf+KK | 1000 | high | 15 | 13 | 16 | KD +42 | -8 |
Condor Spire (Windclad) | 236LK (Windclad) | 100>100>800 | high | 9 | 5>18 | 14 | KD +47 | +1 |
Condor Spire (Windclad) | 236MK (Windclad) | 100>100>900 | high | 13 | 5>18 | 14 | KD +49 | +1 |
Condor Spire (Windclad) | 236HK (Windclad) | 100>100>1000 | high | 17 | 5>18 | 14 | KD +52 | +1 |
Condor Spire (Windclad) | 236KK (Windclad) | 100>100>1000 | high | 9 | 24 total | 14 | KD +56 | +2 |
Tomahawk Buster | f,d,df+LP | 900 | high | 6 | 11 | 33 | KD +36 | -27 |
Tomahawk Buster | f,d,df+MP | 1000 | high | 8 | 12 | 37 | KD +36 | -32 |
Tomahawk Buster | f,d,df+HP | 1200 | high | 10 | 13 | 38 | KD +40 | -35 |
Tomahawk Buster | f,d,df+PP | 800>600 | high | 6 | 12 | 43 | KD +32 | -35 |
Tomahawk Buster (With Windclad Stock) | f,d,df+LP (Windclad) | 400>600 | high | 4 | 13 | 33 | KD +41 | -25 |
Tomahawk Buster (With Windclad Stock) | f,d,df+MP (Windclad) | 400>800 | high | 6 | 14 | 37 | KD +41 | -30 |
Tomahawk Buster (With Windclad Stock) | f,d,df+HP (Windclad) | 400>1000 | high | 8 | 16 | 38 | KD +41 | -33 |
Tomahawk Buster (With Windclad Stock) | f,d,df+PP (Windclad) | 400>600>600 | – | 4 | 14 | 43 | KD +33 | -35 |
Condor Dive | j.PP | 800 | – | 12 | until landing | 24 | -24~-19 | – |
Condor Dive | j.PPP | 1400 | – | 12 | until landing | 24 | -24~-19 | – |
Condor Dive (With Windclad Stock) | j.PP (With Windclad Stock) | 200>800 | high | 12 | until landing | 24 | -23~-19 | – |
Overdrive Condor Dive (With Windclad Stock) | j.PPP (With Windclad Stock) | 200>1400 | high | 12 | until landing | 24 | -23~-19 | – |
light Mexican Typhoon | 360+LP | 2000 | mid (grab) | 5 | 3 | 53 | KD +28 | – |
medium Mexican Typhoon | 360+MP | 2400 | mid (grab) | 5 | 3 | 53 | KD +28 | – |
heavy Mexican Typhoon | 360+HP | 2800 | mid (grab) | 5 | 3 | 53 | KD +28 | – |
Overdrive Mexican Typhoon | 360+PP | 2900 | mid (grab) | 5 | 3 | 53 | KD +28 | – |
Breezing Hawk | qcf(x2)+P | 80×13 > 1160 | high | 13 | 2>2>2>2 | 54 | +27 KD | -36 |
Thunderbird | qcf(x2)+K | 100×7 > 1800 | high | 9 | 2>2>2 | 63 | +42 KD | -60 |
Thunderbird (With Windclad Stock) | qcf(x2)+K | 100×12 > 1600 | high | 9 | 25>2 | 63 | +46 KD | -59 |
Soaring Thunderbird | j.qcf(x2)+K (aerial) | 100×7 > 1800 | high | 9 | 2>18>2 | 58 ~66 | ~ | ~ |
Soaring Thunderbard (With Windclad Stock) | j.qcf(x2)+K (aerial) | 100×12 > 1600 | high | 9 | 25>2 | 58 ~66 | ~ | ~ |
Raging Typhoon | qcb(x2)+P | 1500 < 3000 | high (grab) | 9 | 2 | 106 | +4 KD | – |
Lily’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +18 KD | – |
Back Throw | 600>600 | high (grab) | 5 | 3 | 23 | +11 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Luke
Luke’s Normals and Unique Attacks
Input | Damage | Guard | Cancel | Startup | Active | Recovery | HitAdv | BlockAdv |
---|---|---|---|---|---|---|---|---|
LP | 300 | high | sp su tc | 7 | 2 | 11 | +2 | -3 |
MP | 600 | high | target combo, super* | 9 | 4 | 16 | +2 | -3 |
HP | 800 | high | special | 10 | 3 | 23 | -1 | -6 |
LK | 300 | high | special | 5 | 2 | 12 | +3 | -2 |
MK | 700 | high | – | 7 | 3 | 20 | +1 | -3 |
HK | 900 | high | – | 10 | 6 | 17 | +2 | -5 |
cr.LP | 300 | high | chain, special | 4 | 2 | 9 | +5 | -2 |
cr.MP | 600 | high | special | 6 | 2 | 13 | +5 | +1 |
cr.HP | 800 | high | special | 7 | 5 | 24 | +1 | -13 |
cr.LK | 200 | high | chain | 5 | 3 | 12 | -1 | -5 |
cr.MK | 2000 | low | target combo, special | 8 | 3 | 19 | -2 | -6 |
cr.HK | 4000 | low | – | 10 | 3 | 27 | +28 HKD | -9 |
j.LP | 300 | oh | – | 5 | 9 | 3 on landing | ~ | ~ |
j.MP | 700 | oh | special | 9 | 4 | 3 on landing | ~ | ~ |
j.HP | 800 | oh | – | 9 | 6 | 3 on landing | ~ | ~ |
j.LK | 300 | oh | – | 6 | 6 | 3 on landing | ~ | ~ |
j.MK | 500 | oh | – | 7 | 6 | 3 on landing | ~ | ~ |
j.HK | 800 | oh | – | 10 | 6 | 3 on landing | ~ | ~ |
f.MP | 600 | oh | – | 21 | 2 | 21 | +2 | -3 |
b.HP | 800 | high | sp su | 16 | 3 | 20 | +3 | -3 |
b.HK | 1000 | high | – | 12 | 4 | 24 | +4 | -5 |
f.HP | 800 | high | target combo | 16 | 3 | 19(15 on contact) | +3 | -3 |
LP>MP | 320 | high | target combo | 8 | 4 | 20 | -2 | -9 |
LP>MP>HP | 600(420)* | high | special | 10 | 3 | 27 | +27 KD | -14 |
MP>MP | 300 | high | super* | 12 | 2 | 23 | 0 | -8 |
MP>MP>MP | 300(240)* | high | target combo | 11 | 2 | 29 | -6 | -14 |
MP>MP>MP>MP | 500(350)* | high | – | 11 | 2 | 27 | +33 KD | -12 |
f.HP>f.HP | 600 | high | special | 11 | 2 | 34 | +25 KD | -19 |
cr.MK>cr.HP | 480 | high | – | 9 | 3 | 25 | +1 | -8 |
Luke’s Specials and Supers
Name | Input | Damage | Guard | Startup | Active | Recovery | HitAdv | BlockAdv |
---|---|---|---|---|---|---|---|---|
light Sand Blast | qcf+LP | 600 | high | 14 | 5 | 33 | -3 | -8 |
medium Sand Blast | qcf+MP | 600 | high | 17 | 7 | 30 | 0 | -5 |
heavy Sand Blast | qcf+HP | 600 | high | 20 | 10 | 27 | +3 | -2 |
Overdrive Sand Blast | qcf+PP | 400×2 | high | 16 | – | 24 | +41 KD | -2 |
Fatal Shot | qcf+PP>PP | 600 | high | 12 | – | 42 | +48 KD | -21 |
light Rising Uppercut | d,f,df+LP | 900 (800)** | high | 5 | 10 | 22+12 Landing | +28 KD | -27 |
medium Rising Uppercut | d,f,df+MP | 1000 (800) | high | 6 | 10 | 24+12 Landing | +28 KD | -29 |
heavy Rising Uppercut | d,f,df+HP | 1200 (800) | high | 9 | 10 | 26+14 Landing | +29 KD | -33 |
Overdrive Rising Uppercut | d,f,df+PP | 800,600 | high | 6 | 10 | 35+15 Landing | +25 KD | -40 |
Slam Dunk | d,f,df+PP>PP | 600 | high | 16 | 3 | 14+16 Landing | +14 KD | – |
light Flash Knuckle | qcb+LP | 700 | high | 13 | 3 | 31 | +32 KD | -18 |
charged light Flash Knuckle | qcb+LP[c] | 600>200 | high | 26 | 2,2 | 25 | +54 KD | -8 |
Perfect light Flash Knuckle | qcb+LP[c]* | 700>200 | high | 26 | 2,2 | 22 | KD +56 | -8 |
Medium Flash Knuckle | qcb+MP | 900 | high | 19 | 3 | 27 | +3 | -10 |
charged medium Flash Knuckle | qcb+MP[c] | 800>200 | high | 30 | 2,2 | 27 | +54 KD | -3 |
Perfect medium Flash Knuckle | qcb+MP[c]* | 850>250 | high | 29 | 2,2 | 27 | KD +67 | -3 |
HP Flash Knuckle | qcb+HP | 1000 | high | 22 | 3 | 21 | KD +31 ~ +42 | -4 |
HP Flash Knuckle (hold) | qcb+HP[c] | 1000>300 | high | 33 | 2,2 | 24 | +63 KD | +4 |
HP Flash Knuckle (perfect) | qcb+HP[c]* | 1200>400 | high | 33 | 2,2 | 24 | +63 KD | +4 |
Flash Knuckle | qcb+PP | 400×2 | high | 15 | 3 | 39 | +52 KD | -22 |
DDT | qcb+PP>PP | 500>1500 | – | 1 | – | – | HKD +12 | – |
Aerial Flash Knuckle | j.214P | 700 | high | 14 | 5 | 13 on landing | ~ (KD) | -1 ~ -9 |
Aerial Flash Knuckle (hold) | j.214[P] | 1000 | high | 23 | 6 | 15 on landing | ~ (KD) | -23 ~ -30 |
Aerial Flash Knuckle | j.214PP | 1300 | high | 14 | 6 | 15 on landing | ~ (KD) | -23 ~ -33 |
Avenger | qcf+K | – | – | 12 | – | 33 | – | – |
No Chaser | qcf+K>P | 1000 | high | 12>12 | 7 | 19 | +32 KD | 0 ~ -6 |
Impaler | qcf+K>K | 1100 | oh | 12>13 | 8 | 27 | +30 KD | -1 ~ -8 |
Avenger | qcf+KK | – | – | 11 | 31 | 10 | – | – |
No Chaser | qcf+KK>P | 1300 | high | 11>12 | 7 | 19 | +32 KD | 0 ~ -6 |
Impaler | qcf+KK>K | 1100 | oh | 11>13 | 8 | 19 | +38 KD | -5 ~ +2 |
Vulcan Blast | qcf(x2)+P | 2000 | high | 6 | 13>7>7>5 | 45 | +17 ~ +30 KD | -29 |
Eraser | qcf(x2)+P | 2800 | high | 5 | 3 | 51 | +2 KD | -29 |
Pale Rider | qcf(x2)+K | 4000 | high | 10 | 4 | 92 | +18 HKD | -42 |
* If Luke charges his attack only until his arm flashes, he gets a perfect special which has special properties.
** The last active frames of Rising Uppercut deal less damage
Luke’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +19 KD | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | +19 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Ryu
Ryu’s Normals and Unique Attacks
Move | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
st.LP | 300 | high | chain, special, normal | 4 | 3 | 7 | +4 | -1 |
st.MP | 600 | high | special, target combo | 6 | 4 | 11 | +7 | -1 |
st.HP | 800 | high | special, target combo | 10 | 5 | 18 | +3 | -2 |
st.LK | 300 | high | special | 5 | 3 | 11 | +2 | -4 |
st.MK | 700 | high | – | 9 | 3 | 18 | +4 | -4 |
st.HK* | 900 | high | – | 12 | 4 | 20 | +9 | +1 |
cr.LP | 300 | high | chain, special | 4 | 2 | 9 | +4 | -1 |
cr.MP | 700 | high | special | 6 | 3 | 14 | +5 | 0 |
cr.HP | 900 | high | special | 9 | 6 | 21 | +3 | -7 |
cr.LK | 200 | low | chain | 5 | 2 | 10 | +3 | -3 |
cr.MK | 500 | low | special | 8 | 3 | 19 | +1 | -6 |
cr.HK | 900 | low | – | 9 | 3 | 23 | +32 HKD | -11 |
j.LP | 300 | oh | – | 4 | 10 | 3 | ~ | ~ |
j.MP | 350>350 | oh | special | 8 | 2*3 | 3 | ~ | ~ |
j.HP | 800 | oh | – | 9 | 6 | 3 | ~ | ~ |
j.LK | 300 | oh | – | 6 | 10 | 3 | ~ | ~ |
j.MK | 500 | oh | – | 7 | 6 | 3 | ~ | ~ |
j.HK | 500 | oh | – | 12 | 8 | 3 | ~ | ~ |
f.MP | oh | – | 20 | 4 | 19 | +2 | -3 | |
f.HP | high | – | 20 | 2*3 | 16 | +6 | +1 | |
b+HP | high | special | 7 | 4 | 25 | +1 | -13 | |
b+HK | high | special | 10 | 5(5)3 | 21 | 0 | -4 | |
f+HK | high | special* | 16 | 4 | 20 | +2 | -4 | |
MP>LK | high>high | target combo | 6+5 | 4*3 | 16 | +1 | -7 | |
MP>LK>HK | high>high | – | 6+5+16 | 4*3*4 | 20 | +36 KD | -8 | |
HP>HK | high>high | – | 10+9 | 5*4 | 20 | +36 KD | -8>-18 |
* Can be used to juggle your adversary if they are airborne. If used to punish counter, this button causes a crumple state.
Ryu’s Specials and Supers
Move | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
light Hadoken | qcf+LP | 600 | high | 16 | – | 31 | -1 | -5 |
medium Hadoken | qcf+MP | 600 | high | 14 | – | 33 | -3 | -7 |
heavy Hadoken | qcf+HP | 600 | high | 12 | – | 35 | -5 | -9 |
Overdrive Hadoken | qcf+PP | 400>400 | high | 12 | – | 28 | +54 KD | -1 |
Denjin Charge | d,d+P | – | – | 39 | – | 13 | – | – |
Denjin Charged Hadoken* | qcf+P | 400>400 | high | 12 | – | 30 | +52 KD | -3 |
Overdrive Denjin Charged Hadoken | qcf+PP | 300(x2) >400 | high | 12 | – | 26 | +57 KD | +2 |
light Shoryuken | f,d,df+LP | 1100 | high | 5 | 10 | 21+12 | +38 KD | -21 |
medium Shoryuken | f,d,df+MP | 1200 | high | 6 | 10 | 30+12 | +34 KD | -30 |
heavy Shoryuken | f,d,df+HP | 1400 | high | 7 | 10 | 34+15 | +29 KD | -37 |
Overdrive Shoryuken | f,d,df+PP | 800>800 | high | 7 | 2*8 | 37+15 | +29 KD | -40 |
light Tatsumaki Senpukyaku | qcb+LK | 800 | high | 12 | 3 | 14+18 | KD +35 | -14 |
medium Tatsumaki** Senpukyaku | qcb+MK | 900 | high | 14 | 2*** | 11+20 | KD (+23/+38) | -12 (-27) |
heavy Tatsumaki Senpukyaku** | qcb+HK | 1000 | high | 16 | 2*** | 14+17 | KD +20 (+35/+50) | -12 (-27/-42) |
Overdrive Tatsumaki Senpukyaku | qcb+KK | 200×5 | high | 13 | 2*** | 10+13 | +57 KD | -14 |
light High Blade Kick | qcf+LK | 1000 | high | 15 | 9 | 22 | +35 KD | -11 |
medium High Blade Kick | qcf+MK | 1100 | high | 18 | 9 | 19 | +40 KD | -8 |
heavy High Blade Kick | qcf+HK | 1300 | high | 25 | 9 | 16 | +45 KD | -5 |
Overdrive High Blade Kick | qcf+LL | 800 | high | 29 | 5 | 33 | Wall Bounce +45>65 | -18 |
Shinku Hadouken | qcf(x2)+P | 400×5 | high | 8 | – | 79 | +26 KD | -24 |
Denjin Hadouken | qcf(x2)+P | 400×4 >800 | high | 8 | – | 79 | +27 KD | -24 |
Shinkuu Hashogeki | qcb(x2)+P | 2600**** | high | 8 | 6 | 39 | +20 KD | -20 |
Denjin Hashogeki | qcb(x2)+P | 3000 | high | 8 | 6 | 39 | +20 KD | -20 |
Shin Shoryuken | qcf(x2)+K | 4000 (4400) | high | 5 | 12 | 32+39 | +8 HKD | -52(-54) |
* To fire a Denjin Hadouken, the player must use a Denjin Charge
** The Shoryuken is completely invulnerable to airborne attacks during its initial frames
*** There’s a gap of 13 frames between each attack of Ryu’s Tatsumaki Senpuu Kyaku
**** Ryu’s level 2 supers can be charged. There’s a partial charge, for extra 200 damage, and a full charge, for extra 400 damage. When you hit a fully charged one, the enemy enters a tumble state.
Ryu’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
Forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +18 KD | – |
Back Throw | 1200 | high (grab) | 5 | 3 | 23 | +11 KD | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD)/ +65 (Wall Splat KD) | -3 / +72 (WS HKD) |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | 9 | 45 | 24 | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
Zangief
Zangief’s Normal
Move | Damage | Height | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
LP | 400 | high | chain, super, | 7 | 3 | 9 | +4 | +2 |
MP | 700 | high | target combo | 9 | 4 | 17 | +2 | -2 |
HP | 1000 | high | – | 16 | 3 | 22 | +3 | -3 |
HP[c]* | 1400 | high | – | 32 | 3 | 22 | +40 KD | +3 |
LK | 400 | high | – | 6 | 2 | 17 | -2 | -4 |
MK | 800 | high | – | 9 | 4 | 19 | +1 | -4 |
HK | 1000 | high | – | 12 | 4 | 21 | +3 | +1 |
cr.LP | 300 | high | chain, super | 6 | 2 | 8 | +6 | +1 |
cr.MP | 700 | high | chain, super | 8 | 3 | 16 | +3 | -1 |
cr.HP | 1000 | high | – | 12 | 8 | 35 | +20 KD | -19 |
cr.LK | 250 | low | chain | 4 | 3 | 12 | 0 | -3 |
cr.MK | 700 | low | – | 9 | 3 | 18 | +2 | -2 |
cr.HK | 1000 | low | – | 12 | 3 | 27 | +32 HKD | -13 |
j.LP | 300 | oh | – | 5 | 7 | 3 (on landing) | – | – |
j.MP | 700 | oh | – | 8 | 5 | 3 (on landing) | – | – |
j.HP | 800 | oh | – | 9 | 6 | 3 (on landing) | – | – |
j.LK | 300 | oh | – | 5 | 10 | 3 (on landing) | – | – |
j.MK | 500 | oh | – | 8 | 8 | 3 (on landing) | – | – |
j.HK | 800 | oh | – | 10 | 7 | 3 (on landing) | – | – |
df.MP | 800 | – | 7 | 3 | 21 | -1 | -3 | |
f.MK | 600 | – | 14 | 7 | 14 | 0 | -4 | |
f.HP | 900 | – | 14 | 5 | 15 | +6 | +4 | |
6HK | 1300 | oh | – | 22 | 7 | 25 | +28 KD | -12 |
3HK | 1000 | high | – | 16 | 4 | 40 | +21 KD | -18 |
d>d.MK | 500 | high | target combo | 9 | 3 | 17 | +4 | -3 |
j.dHP | 800 | oh | – | 9 | 9 | 3 (on landing) | – | – |
j.u+HP | 800 | oh | special | 8 | 4 | 3 (on landing) | – | – |
MP>MP | 600 | high | – | 9 | 4 | 20 | +2 | -6 |
MP>MP>MP | 900 | high | – | 15 | 3 | 32 | +27 KD | -17 |
d>d.MK>MK | 500 | high | target combo | 9 | 3 | 19 | -3 | -4 |
Zangief’s Specials and Supers
Name | Command | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
Double Lariat | PP | 1200 | high | 15 | 31 | 27 | +27 KD | -12> -40 |
Double Lariat | PPP | 500*1000 (1500) | high | 12 | 25 | 26 | +38 HKD | -30> -11 |
light Screw Piledriver | 360+LP | 2500 | high (grab) | 5 | 3 | 54 | +30 HKD | – |
medium Screw Piledriver | 360+MP | 2900 | high (grab) | 5 | 3 | 54 | +28 HKD | – |
heavy Screw Piledriver | 360+HP | 3300 | high (grab) | 5 | 3 | 54 | +28 HKD | – |
Overdrive Screw Piledriver | 360+PP | 3400 | high (grab) | 5 | 3 | 54 | +28 HKD | – |
Borscht Dynamite | j.360+K | 2900 | aerial** (grab) | 4 | 3 | 3(?) land | +19 HKD | – |
Overdrive Borscht Dynamite | j.360+KK | 3000 | aerial** (grab) | 4 | 3 | 3(?) land | +19 HKD | – |
Russian Suplex | hcb+K (Close) | 2900 | high (grab) | 10 | 2 | 50 | +26 KD | – |
Russian Suplex | fcb+KK (Close) | 3200 | high (grab) | 10 | 2 | 50 | +27 KD | – |
Siberian Express | hcb+K(Far) | 2700 | high (grab) | 28 | 2 | 41 | +29 KD | – |
Overdrive Siberian Express | hcb+KK (Far) | 3000 | high (grab) | 23 | 2 | 44 | +29 KD | – |
Tundra Storm | d,d+HK | 2400 | high (counter)* | 6 | 50 | 24 | +5 KD | – |
Aerial Russian Slam | qcf(x2)+K | 3500 | aerial** (grab) | 11 | 7 | 60 | +29 KD | – |
Cyclone Lariat | qcf(x2)+P | 3160 | high | 18 | 102 | 52 | +5 KD | -35 |
Cyclone Lariat*** | qcf(x2)+P[c] | 1100 | high | 18 | 102 | 25 | +87 (launches) | -35 |
Bolshoi Storm Buster | 360(x2)+P | 4800 (5300) | high (grab) | 7 | 1 | 116 | +26 KD | – |
* Tundra Storm is Zangief’s counter that returns from Street Fighter 5. Unfortunately, it only work on kick attacks. This is a very situational move that is often not worth using.
** These are “air grabs,” and they can only affect enemies who touch the grabs hitbox while not grounded.
*** This is the version you get by holding down the punch button. It causes the enemy to enter a juggle state.
Zangief’s Throws and Drive Actions
Move | Damage | Height | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
neutral Throw | 1200 | high (grab) | 5 | 3 | 23 | +22 | – |
forward Throw | 1500 | high (grab) | 5 | 3 | 23 | +10 | – |
down forward Throw | 1200 | high (grab) | 5 | 3 | 23 | +33 | – |
down Throw*** | 1500 | high (grab) | 5 | 3 | 23 | +14 | – |
down back Throw*** | 600+900 | high (grab) | 5 | 3 | 23 | +9 | – |
back Throw*** | 1400 | high (grab) | 5 | 3 | 23 | +8 | – |
Drive Impact | 800 | high | 26 | 2 | 35 | +35 (KD) / +65 (Wall Splat KD) | – |
Drive Reversal | 500* | high | 20 | 3 | 26 | +23 KD | -8 |
Drive Parry | – | – | 1 | 8 (minimum) | 29 | – | – |
Drive Rush | – | – | – | – | – | – | – |
* This damage is recoverable much like the damage you take when armoring through an attack.
** Must be done out of a parry or cancellable normal
*** This throw side switches
How to Understand the Frame Data
To fully understand a tier list, you must understand the fighting game lingo. Once your eyes go through the tables, there’s a good chance you will feel a bit overwhelmed.
Taking that into consideration, we decided to break it down for you so you can start learning how to better understand the frame data of Street Fighter 6.
Normal Attacks
These are the normal attacks that do not demand any input. They are also referred to as normals or buttons.
LP: light punch
MP: medium punch
HP: heavy punch
LK: light kick
MK: medium kick
HK: heavy kick
PP: Two punches at the same time
PPP: Three punches at the same time
KK: Two kicks at the same time
KKK: Three kicks at the same time
You don’t have to wait for the entire recovery of air normal attacks if the character touches the floor. In other words, timing your attack to happen right when you are landing can grant you extra “plus frames.”
As for you you will find in the tables below, check the captions below:
st: standing
cr: crouching
j: jumping
As for the height of the attacks, we have:
high: medium height attacks that can be blocked either standing or crouching.
oh: overhead attacks that must be guarded while standing.
low: low blows that must be blocked while crouching.
grab: grabs can’t be blocked and are either grounded or aerial.
You must also pay attention to the use of the moves beside the frame adventage. A cancellable move can be interrupted before the end of its recovery frames. If a move can be cancelled into something else, you will find the following caption:
chain: usually means a move can be cancelled into itself or a similar move, like other light attacks.
special: this means that a move can be cancelled into a special attack.
target combo: this means the button can be cancelled into another specific button.
As for the damage and active frames, if an attack has two hits, it will be represented by this simbol: “>” to separate each individual hit. However, in case of critical arts, the damage will be represented between parentheses.
Motions and Directions
When you depend on commands to execute the moves in classic controls, you can except the following:
u: up
ub: up back
uf: up forward
b: back
f: forward
d: down
n: neutral
db: down back
df: down forward
qcf: quarter circle forward
qcb: quarter circle back
hcf: half circle forward
hcb: half circle back
360: A 360 is a full circle motion.
[c]: Charge. It means you have to either hold that direction or button.
Super Cancel
Level 1: can be cancelled from any special cancellable attack.
Level 2: can be cancelled from special cancellable normals and overdrive special attacks
Level 3: can be cancelled from special cancellable normals, overdrive specials, and specials
Frame Advantage
Fighting games are designed to run at exactly 60 frames per second. Although modern games can be set to run at more than that, frames are also used as a mesure of time in the genre.
So, having a 30 frame advantage over an enemy means you have half a second to act. Although that doesn’t sound like much, many attacks will have no more than a 5 frame window to be punished.
We also count your frame advantage when an enemy is knocked down (KD). However, in that situation, you can’t hit an enemy until they stand up. However, that’s when the guessing game occurs.
Note that there’s also a thing called Hard Knockdown (HKD). When hit by an attack that causes a hard knockdown (such as as sweep, also called cr.HK), a character cannot backrise.
KD: Knockdown
HKD: Hard Knockdown
WS: Wall Splat
~: Varies. This is usually used in jumping attacks since their recovery depends on when they land, changing the frame advantage significantly depending of the character’s height when the hit happened.
You will pressure the enemy into guessing if you are going to attack, throw, or walk back to whiff punish them.
That said, when you see that a move is -15 on block, it means that after your attack is blocked, your character is vulnerable for a quarter of a second.
However, it the attack is +3 on block, it means that your opponent is locked in blockstun for 3 frames after you recovered from a move. This is what we call Frame Advantage.