DETAIL:
AKUMA:DATA
MOVE LIST & FRAME DATA Ver.5.01
【ICONS】
HM Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit. WG Wall Crush inducing guard.
TC Tech. Crouching Status TJ Tech. Jumping Status
The suffix value of icons means the start-up frame of system status.
【INPUT】
The arrow shaped mark painted (
) means input over 2F.
The notation like 【

】 means "Slide Input". Input rapidly.
"just" means "Just Input". Match the timing Direction Input and Attack Input.
"hold" means "Hold Input". Hold the Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【HIT LEVEL】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move
【DAMAGE】
() means a conditional damage.
(XX) means a previous damage value changes to XX according to conditions.
(,XX) means the additional damage according to conditions. About conditions, read NOTES.
The values of "start-up", "block", "NH", "CH" or "total / rec." mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
() means "Meaty" (the continuation of the attack frames).
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total / rec.】 White Letters means Total Frame (start-up frame and recovery frame).
Gray Letters means Recovery Frame.
【reach】, 【block-back】, 【hit-back】 and 【forward length】 values read from the frame data display against Paul.
Not all characters have been researched.
【NOTES】
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【NOTES】.
The patch notes of Ver.5.00 are changed the letter color in 【NOTES】.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.
【On the mobile devices】
On the devices with the width less than 540px, this page displays the simple datas for the mobile devices.
The tapping the lower right switch changes to the detail datas.
HM Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
WH Wall Crush inducing hit. WG Wall Crush inducing guard.
TC Tech. Crouching Status TJ Tech. Jumping Status
The suffix value of icons means the start-up frame of system status.
【INPUT】
The arrow shaped mark painted (

The notation like 【



"just" means "Just Input". Match the timing Direction Input and Attack Input.
"hold" means "Hold Input". Hold the Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【HIT LEVEL】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move
【DAMAGE】
() means a conditional damage.
(XX) means a previous damage value changes to XX according to conditions.
(,XX) means the additional damage according to conditions. About conditions, read NOTES.
The values of "start-up", "block", "NH", "CH" or "total / rec." mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
() means "Meaty" (the continuation of the attack frames).
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means it forces to crouching.
B means forces Back Toward.
Sd means it forces Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
W means Wall crush occurs. Although the attacked character can block while being wall crushed.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total / rec.】 White Letters means Total Frame (start-up frame and recovery frame).
Gray Letters means Recovery Frame.
【reach】, 【block-back】, 【hit-back】 and 【forward length】 values read from the frame data display against Paul.
Not all characters have been researched.
【NOTES】
The patch notes before Ver.5.00 are included in "▶Old Patch Notes" of 【NOTES】.
The patch notes of Ver.5.00 are changed the letter color in 【NOTES】.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.
【On the mobile devices】
On the devices with the width less than 540px, this page displays the simple datas for the mobile devices.
The tapping the lower right switch changes to the detail datas.
- More Than One Command
- Full Crouch
- Include ⇧ Command
- Others
- Focus Attack
- Special Move
- EX Special Move
- Super Combo
- Rage Art
- Throws
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | C Sengeki ![]() H / 7 | 10F | +1 | +8 | +8 | (S3)– Reduced the strength of the pushback, and made the move easier to land. | |
![]() | Sengeki to Focus Attack![]() ![]() ![]() H,SP / 7 | +15 | +22 | +22 | Super Combo Gauge Cost 1. Block -3F/Hit +4F after Forcus Attack to canncel. | ||
![]() | C Kimon Rendan ![]() ![]() ![]() H,H / 7,7 | -3 | +4 | +4 | Combo from 1st CH. | ||
![]() | Kimon Rendan to Focus Attack![]() ![]() ![]() ![]() ![]() H,H,SP / 7,7 | +15 | +22 | +22 | Super Combo Gauge Cost 1. Block -3F/Hit +4F after Forcus Attack to canncel. | ||
![]() | Kimon Rentotsu![]() ![]() ![]() H,M / 7,20 | -17 | KDN | KDN | Combo from 1st hit. | ||
![]() | C Roppu Tubushi ![]() SM / 15 | 15F | -9 | ±0 | ±0 | ||
![]() | Roppu Tubushi to Focus Attack![]() ![]() ![]() SM,SP / 15 | +19 | +28 | +28 | Super Combo Gauge Cost 1. Block +1F/Hit +10F after Forcus Attack to canncel. | ||
![]() | Side High Kick![]() H / 14 | 15F | -8 | +3 | +3 | ||
![]() | High Kick![]() H / 12 | 14F | -13 | +2 | +2 | ||
![]() | HMTS Kikoku Renzan ![]() ![]() ![]() H,H / 12,17 | -5 | +19Sp | KDN | Combo from 1st hit. | ||
![]() | Ryujinkyaku![]() ![]() M / 16 | 17F | -4 | +7 | +7 | (S3)– Changed the frame advantage when blocked from -9F to -4F. – Changed the frame advantage upon hit from +1F to +7F. | |
![]() | HMTS Onikubigari ![]() ![]() H / 20 | 16F | -5 | KDN | KDN* | 41 25 | Meaty 1F in actualy. (S3)– Changed the frame advantage when blocked from -9 F to -5F. – Shortened the recovery time after the move hits by 4F (Total from 45F to 41F) . – Changed the opponent’s behavior when the move lands as a counter hit. |
![]() | Zugaihasatsu![]() ![]() MM / 8,17 | 20F | -8C | +7C | +7C | Forces an opponent to crouching on block or hit. (S3)– Changed the damage from 5,15 to 8,17. – Changed the frame advantage upon hit from +5F to +7F. – Decreased the distance between the character and the opponent when the move hits. – Changed the opponent’s behavior when hit in midair. | |
![]() | HMTJ9F Hisenkyaku ![]() ![]() M / 20 | 22F | -9 | +2 | +2 | ||
![]() | Gokumonsyo (1)![]() ![]() M / 10 | 13F | -4 | +7 | +7 | (Ver.4.00) - Decreased the distance between the character and the opponent when the move hits. | |
![]() | Gokumonsyo![]() ![]() ![]() ![]() M,H / 10,7 | -3 | +6 | +6 | Combo from 1st hit. | ||
![]() | Zugaigohasatsu![]() ![]() ![]() ![]() M,MM / 10,5,15 | -13C | +7C | +7C | Forces an opponent to crouching on block or hit. Combo from 1st hit. (S3)– Changed the frame advantage upon hit from +5F to +7F. – Decreased the distance between the character and the opponent when the move hits. – Changed the opponent’s behavior when hit in midair. | ||
![]() | Dohatsu Tensho (1)![]() ![]() M / 10 | 16F | -7 | +3 | +3 | ||
![]() | Dohatsu Tensho![]() ![]() ![]() ![]() M,M / 10,10 | -18 | LNC | LNC | Combo from 1st hit. Can be delayed 5F. Combo can be delayed 5F from hit. | ||
![]() | Gokusatsu Gotenshu (2)![]() ![]() ![]() ![]() M,M / 10,13 | -11 | ±0 | ±0 | Combo from 1st hit. | ||
![]() | Gokusatsu Gotenshu![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 10,13,23 | -17 | KDN | KDN | Combo from 2nd CH. Can be delayed 13F. Combo can be delayed 11F from CH. | ||
![]() | Yokogeri![]() ![]() M / 14 | 12F | -9 | +1 | +1 | ||
![]() | Kitotsukyaku![]() ![]() M / 24 | 19F | -16 | KDN | KDN | ||
![]() | Pw8F Gokumonkai ![]() ![]() M / 20 | 20F | -14 | KDN | KDN | (S3)– New move. (Ver.4.00) - Changed the damage from 23 to 20. | |
![]() | CTC4F Fukusengeki ![]() ![]() ![]() ![]() SM / 5 | 10F | -5 | +6 | +6 | Returns to crouching. Returns to standing when input ![]() | |
![]() | TC4F Fukusengeki to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 5 | +16 | +27 | +27 | Super Combo Gauge Cost 1. Block -2F/Hit +9F after Forcus Attack to canncel. | ||
![]() | CTC Fukusenshotei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SM / 5,6 | -13 | -2 | -2 | Returns to crouching. Combo from 1st CH. (S3)– Changed the damage from 8 to 6. | ||
![]() | TC Fukusenshotei to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SM,SP / 5,6 | +16 | +27 | +27 | Super Combo Gauge Cost 1. Block -2F/Hit +9F after Forcus Attack to canncel. | ||
![]() | CTC4F Shotei ![]() ![]() ![]() ![]() SM / 6 | 12F | -9 | +2 | +2 | (Ver.3.10)- Increased the recovery time after the move misses by 5 frames. This changes the frame advantage from -4 frames to -9 frames when blocked, and from +7 frames to +2 frames when the move hits. | |
![]() | Shotei to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 6 | +11 | +22 | +22 | Super Combo Gauge Cost 1. Block -7F/Hit +4F after Forcus Attack to canncel. | ||
![]() | CTC6F Kurubushi Kick ![]() ![]() ![]() ![]() L / 7(10) | 15F | -13 | -4 | -4 | 45 30 | Damage () is upon clean hit. Damage () is when close hit. (Ver.4.00) - Changed the frame advantage when blocked from -11F to -13F. - Changed the frame advantage upon hit from -2F to -4F. |
![]() | Kurubushi Kick to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() L,SP / 7(10) | +17 | +26 | +26 | Super Combo Gauge Cost 1. Block -1F/Hit +8F after Forcus Attack to canncel. | ||
![]() | TC6F Ashibarai ![]() ![]() ![]() ![]() L / 20 | 17F | -27 | KDN | KDN | (Ver.3.30)・Changed the damage from 20 to 17. (Ver.4.00) - Increased the range of the attack. | |
![]() | C Gaikaiken ![]() ![]() H / 12 | 14F | -14 | KDN | KDN | 46 32 | (S3)– Changed the damage from 17 to 15. – Reduced the strength of the pushback, and made the move easier to land. (Ver.4.00) - Changed the damage from 15 to 12. |
![]() | Gaikaiken to Focus Attack![]() ![]() ![]() ![]() H,SP / 12 | +19 | KDN | KDN | Super Combo Gauge Cost 1. Block +1F after Forcus Attack to canncel. | ||
![]() | HM Danretto ![]() ![]() M / 18 | 23F | -9 | +8 | KDN | ・Changed to Homing attack (Ver.4.00) - Changed the damage from 21 to 18. | |
![]() | Taizankyaku![]() ![]() L / 15 | 20F | -13 | +1 | +1 |
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | C Sengeki ![]() H / 7 | 10F | +1 | +8 | +8 | |
![]() | Sengeki to Focus Attack![]() ![]() ![]() H,SP / 7 | +15 | +22 | +22 | ||
![]() | C Kimon Rendan ![]() ![]() ![]() H,H / 7,7 | -3 | +4 | +4 | ||
![]() | Kimon Rendan to Focus Attack![]() ![]() ![]() ![]() ![]() H,H,SP / 7,7 | +15 | +22 | +22 | ||
![]() | Kimon Rentotsu![]() ![]() ![]() H,M / 7,20 | -17 | KDN | KDN | ||
![]() | C Roppu Tubushi ![]() SM / 15 | 15F | -9 | ±0 | ±0 | |
![]() | Roppu Tubushi to Focus Attack![]() ![]() ![]() SM,SP / 15 | +19 | +28 | +28 | ||
![]() | Side High Kick![]() H / 14 | 15F | -8 | +3 | +3 | |
![]() | High Kick![]() H / 12 | 14F | -13 | +2 | +2 | |
![]() | HMTS Kikoku Renzan ![]() ![]() ![]() H,H / 12,17 | -5 | +19Sp | KDN | ||
![]() | Ryujinkyaku![]() ![]() M / 16 | 17F | -4 | +7 | +7 | |
![]() | HMTS Onikubigari ![]() ![]() H / 20 | 16F | -5 | KDN | KDN* | 41 25 |
![]() | Zugaihasatsu![]() ![]() MM / 8,17 | 20F | -8C | +7C | +7C | |
![]() | HMTJ9F Hisenkyaku ![]() ![]() M / 20 | 22F | -9 | +2 | +2 | |
![]() | Gokumonsyo (1)![]() ![]() M / 10 | 13F | -4 | +7 | +7 | |
![]() | Gokumonsyo![]() ![]() ![]() ![]() M,H / 10,7 | -3 | +6 | +6 | ||
![]() | Zugaigohasatsu![]() ![]() ![]() ![]() M,MM / 10,5,15 | -13C | +7C | +7C | ||
![]() | Dohatsu Tensho (1)![]() ![]() M / 10 | 16F | -7 | +3 | +3 | |
![]() | Dohatsu Tensho![]() ![]() ![]() ![]() M,M / 10,10 | -18 | LNC | LNC | ||
![]() | Gokusatsu Gotenshu (2)![]() ![]() ![]() ![]() M,M / 10,13 | -11 | ±0 | ±0 | ||
![]() | Gokusatsu Gotenshu![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 10,13,23 | -17 | KDN | KDN | ||
![]() | Yokogeri![]() ![]() M / 14 | 12F | -9 | +1 | +1 | |
![]() | Kitotsukyaku![]() ![]() M / 24 | 19F | -16 | KDN | KDN | |
![]() | Pw8F Gokumonkai ![]() ![]() M / 20 | 20F | -14 | KDN | KDN | |
![]() | CTC4F Fukusengeki ![]() ![]() ![]() ![]() SM / 5 | 10F | -5 | +6 | +6 | |
![]() | TC4F Fukusengeki to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 5 | +16 | +27 | +27 | ||
![]() | CTC Fukusenshotei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SM / 5,6 | -13 | -2 | -2 | ||
![]() | TC Fukusenshotei to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SM,SP / 5,6 | +16 | +27 | +27 | ||
![]() | CTC4F Shotei ![]() ![]() ![]() ![]() SM / 6 | 12F | -9 | +2 | +2 | |
![]() | Shotei to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 6 | +11 | +22 | +22 | ||
![]() | CTC6F Kurubushi Kick ![]() ![]() ![]() ![]() L / 7(10) | 15F | -13 | -4 | -4 | 45 30 |
![]() | Kurubushi Kick to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() L,SP / 7(10) | +17 | +26 | +26 | ||
![]() | TC6F Ashibarai ![]() ![]() ![]() ![]() L / 20 | 17F | -27 | KDN | KDN | |
![]() | C Gaikaiken ![]() ![]() H / 12 | 14F | -14 | KDN | KDN | 46 32 |
![]() | Gaikaiken to Focus Attack![]() ![]() ![]() ![]() H,SP / 12 | +19 | KDN | KDN | ||
![]() | HM Danretto ![]() ![]() M / 18 | 23F | -9 | +8 | KDN | |
![]() | Taizankyaku![]() ![]() L / 15 | 20F | -13 | +1 | +1 |
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | C Sengeki ![]() H / 7 | 10F | +1 | +8 | +8 | |
(S3)– Reduced the strength of the pushback, and made the move easier to land. | ||||||
![]() | Sengeki to Focus Attack![]() ![]() ![]() H,SP / 7 | +15 | +22 | +22 | ||
Super Combo Gauge Cost 1. Block -3F/Hit +4F after Forcus Attack to canncel. | ||||||
![]() | C Kimon Rendan ![]() ![]() ![]() H,H / 7,7 | -3 | +4 | +4 | ||
Combo from 1st CH. | ||||||
![]() | Kimon Rendan to Focus Attack![]() ![]() ![]() ![]() ![]() H,H,SP / 7,7 | +15 | +22 | +22 | ||
Super Combo Gauge Cost 1. Block -3F/Hit +4F after Forcus Attack to canncel. | ||||||
![]() | Kimon Rentotsu![]() ![]() ![]() H,M / 7,20 | -17 | KDN | KDN | ||
Combo from 1st hit. | ||||||
![]() | C Roppu Tubushi ![]() SM / 15 | 15F | -9 | ±0 | ±0 | |
![]() | Roppu Tubushi to Focus Attack![]() ![]() ![]() SM,SP / 15 | +19 | +28 | +28 | ||
Super Combo Gauge Cost 1. Block +1F/Hit +10F after Forcus Attack to canncel. | ||||||
![]() | Side High Kick![]() H / 14 | 15F | -8 | +3 | +3 | |
![]() | High Kick![]() H / 12 | 14F | -13 | +2 | +2 | |
![]() | HMTS Kikoku Renzan ![]() ![]() ![]() H,H / 12,17 | -5 | +19Sp | KDN | ||
Combo from 1st hit. | ||||||
![]() | Ryujinkyaku![]() ![]() M / 16 | 17F | -4 | +7 | +7 | |
(S3)– Changed the frame advantage when blocked from -9F to -4F. – Changed the frame advantage upon hit from +1F to +7F. | ||||||
![]() | HMTS Onikubigari ![]() ![]() H / 20 | 16F | -5 | KDN | KDN* | 41 25 |
Meaty 1F in actualy. (S3)– Changed the frame advantage when blocked from -9 F to -5F. – Shortened the recovery time after the move hits by 4F (Total from 45F to 41F) . – Changed the opponent’s behavior when the move lands as a counter hit. | ||||||
![]() | Zugaihasatsu![]() ![]() MM / 8,17 | 20F | -8C | +7C | +7C | |
Forces an opponent to crouching on block or hit. (S3)– Changed the damage from 5,15 to 8,17. – Changed the frame advantage upon hit from +5F to +7F. – Decreased the distance between the character and the opponent when the move hits. – Changed the opponent’s behavior when hit in midair. | ||||||
![]() | HMTJ9F Hisenkyaku ![]() ![]() M / 20 | 22F | -9 | +2 | +2 | |
![]() | Gokumonsyo (1)![]() ![]() M / 10 | 13F | -4 | +7 | +7 | |
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits. | ||||||
![]() | Gokumonsyo![]() ![]() ![]() ![]() M,H / 10,7 | -3 | +6 | +6 | ||
Combo from 1st hit. | ||||||
![]() | Zugaigohasatsu![]() ![]() ![]() ![]() M,MM / 10,5,15 | -13C | +7C | +7C | ||
Forces an opponent to crouching on block or hit. Combo from 1st hit. (S3)– Changed the frame advantage upon hit from +5F to +7F. – Decreased the distance between the character and the opponent when the move hits. – Changed the opponent’s behavior when hit in midair. | ||||||
![]() | Dohatsu Tensho (1)![]() ![]() M / 10 | 16F | -7 | +3 | +3 | |
![]() | Dohatsu Tensho![]() ![]() ![]() ![]() M,M / 10,10 | -18 | LNC | LNC | ||
Combo from 1st hit. Can be delayed 5F. Combo can be delayed 5F from hit. | ||||||
![]() | Gokusatsu Gotenshu (2)![]() ![]() ![]() ![]() M,M / 10,13 | -11 | ±0 | ±0 | ||
Combo from 1st hit. | ||||||
![]() | Gokusatsu Gotenshu![]() ![]() ![]() ![]() ![]() ![]() M,M,M / 10,13,23 | -17 | KDN | KDN | ||
Combo from 2nd CH. Can be delayed 13F. Combo can be delayed 11F from CH. | ||||||
![]() | Yokogeri![]() ![]() M / 14 | 12F | -9 | +1 | +1 | |
![]() | Kitotsukyaku![]() ![]() M / 24 | 19F | -16 | KDN | KDN | |
![]() | Pw8F Gokumonkai ![]() ![]() M / 20 | 20F | -14 | KDN | KDN | |
(S3)– New move. (Ver.4.00) - Changed the damage from 23 to 20. | ||||||
![]() | CTC4F Fukusengeki ![]() ![]() ![]() ![]() SM / 5 | 10F | -5 | +6 | +6 | |
Returns to crouching. Returns to standing when input ![]() | ||||||
![]() | TC4F Fukusengeki to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 5 | +16 | +27 | +27 | ||
Super Combo Gauge Cost 1. Block -2F/Hit +9F after Forcus Attack to canncel. | ||||||
![]() | CTC Fukusenshotei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SM / 5,6 | -13 | -2 | -2 | ||
Returns to crouching. Combo from 1st CH. (S3)– Changed the damage from 8 to 6. | ||||||
![]() | TC Fukusenshotei to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SM,SP / 5,6 | +16 | +27 | +27 | ||
Super Combo Gauge Cost 1. Block -2F/Hit +9F after Forcus Attack to canncel. | ||||||
![]() | CTC4F Shotei ![]() ![]() ![]() ![]() SM / 6 | 12F | -9 | +2 | +2 | |
(Ver.3.10)- Increased the recovery time after the move misses by 5 frames. This changes the frame advantage from -4 frames to -9 frames when blocked, and from +7 frames to +2 frames when the move hits. | ||||||
![]() | Shotei to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 6 | +11 | +22 | +22 | ||
Super Combo Gauge Cost 1. Block -7F/Hit +4F after Forcus Attack to canncel. | ||||||
![]() | CTC6F Kurubushi Kick ![]() ![]() ![]() ![]() L / 7(10) | 15F | -13 | -4 | -4 | 45 30 |
Damage () is upon clean hit. Damage () is when close hit. (Ver.4.00) - Changed the frame advantage when blocked from -11F to -13F. - Changed the frame advantage upon hit from -2F to -4F. | ||||||
![]() | Kurubushi Kick to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() L,SP / 7(10) | +17 | +26 | +26 | ||
Super Combo Gauge Cost 1. Block -1F/Hit +8F after Forcus Attack to canncel. | ||||||
![]() | TC6F Ashibarai ![]() ![]() ![]() ![]() L / 20 | 17F | -27 | KDN | KDN | |
(Ver.3.30)・Changed the damage from 20 to 17. (Ver.4.00) - Increased the range of the attack. | ||||||
![]() | C Gaikaiken ![]() ![]() H / 12 | 14F | -14 | KDN | KDN | 46 32 |
(S3)– Changed the damage from 17 to 15. – Reduced the strength of the pushback, and made the move easier to land. (Ver.4.00) - Changed the damage from 15 to 12. | ||||||
![]() | Gaikaiken to Focus Attack![]() ![]() ![]() ![]() H,SP / 12 | +19 | KDN | KDN | ||
Super Combo Gauge Cost 1. Block +1F after Forcus Attack to canncel. | ||||||
![]() | HM Danretto ![]() ![]() M / 18 | 23F | -9 | +8 | KDN | |
・Changed to Homing attack (Ver.4.00) - Changed the damage from 21 to 18. | ||||||
![]() | Taizankyaku![]() ![]() L / 15 | 20F | -13 | +1 | +1 | |
More Than One Command | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Shakunetsu Messho (1)![]() ![]() ![]() M / 14 | 15F | -14 | -2 | -2 | ||
![]() | WB Shakunetsu Messho ![]() ![]() ![]() ![]() M,M / 14,20 | -13 | KDN | KDN | Combo from 1st hit. Disable 2nd after 1st whiff. ・Causes Wall Bounce on hit. ・Reach increased. (Ver.4.00) - Fixed an issue in which the 2nd attack was performed when Jin's "Time with enemy attack ![]() ![]() ![]() ![]() | ||
![]() | Ganretsuzan![]() ![]() ![]() M / 23 | 20F | ±0 | +2C | +2C | 49 29 | Forces an opponent to crouching on hit. (Ver.3.30)・Changed the opponent's behavior when the move lands as a counter hit (LNC to +2CF). |
![]() | WG Shunjinkaida ![]() ![]() ![]() ![]() H / 30 | 16F | +6 +17W | KDN | KDN | (Ver.4.00) - Changed the frame advantage when blocked from +1F to +6F. Wall crush inducing guard is implemented. | |
![]() | TJ5F Tenmakuretsukyaku ![]() ![]() ![]() ![]() M / 30 | 26F (5) | +4 | KDN | KDN | (Ver.5.01)・Recovery has been increased by 3F. There is no change to the frame disadvantage when blocking. | |
![]() | Shunjingozan Run ![]() L / 23 | 20F | -24 | KDN | KDN |
More Than One Command | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Shakunetsu Messho (1)![]() ![]() ![]() M / 14 | 15F | -14 | -2 | -2 | |
![]() | WB Shakunetsu Messho ![]() ![]() ![]() ![]() M,M / 14,20 | -13 | KDN | KDN | ||
![]() | Ganretsuzan![]() ![]() ![]() M / 23 | 20F | ±0 | +2C | +2C | 49 29 |
![]() | WG Shunjinkaida ![]() ![]() ![]() ![]() H / 30 | 16F | +6 +17W | KDN | KDN | |
![]() | TJ5F Tenmakuretsukyaku ![]() ![]() ![]() ![]() M / 30 | 26F (5) | +4 | KDN | KDN | |
![]() | Shunjingozan Run ![]() L / 23 | 20F | -24 | KDN | KDN |
More Than One Command | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Shakunetsu Messho (1)![]() ![]() ![]() M / 14 | 15F | -14 | -2 | -2 | |
![]() | WB Shakunetsu Messho ![]() ![]() ![]() ![]() M,M / 14,20 | -13 | KDN | KDN | ||
Combo from 1st hit. Disable 2nd after 1st whiff. ・Causes Wall Bounce on hit. ・Reach increased. (Ver.4.00) - Fixed an issue in which the 2nd attack was performed when Jin's "Time with enemy attack ![]() ![]() ![]() ![]() | ||||||
![]() | Ganretsuzan![]() ![]() ![]() M / 23 | 20F | ±0 | +2C | +2C | 49 29 |
Forces an opponent to crouching on hit. (Ver.3.30)・Changed the opponent's behavior when the move lands as a counter hit (LNC to +2CF). | ||||||
![]() | WG Shunjinkaida ![]() ![]() ![]() ![]() H / 30 | 16F | +6 +17W | KDN | KDN | |
(Ver.4.00) - Changed the frame advantage when blocked from +1F to +6F. Wall crush inducing guard is implemented. | ||||||
![]() | TJ5F Tenmakuretsukyaku ![]() ![]() ![]() ![]() M / 30 | 26F (5) | +4 | KDN | KDN | |
(Ver.5.01)・Recovery has been increased by 3F. There is no change to the frame disadvantage when blocking. | ||||||
![]() | Shunjingozan Run ![]() L / 23 | 20F | -24 | KDN | KDN | |
Full Crouch | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | C Hijiuchi WS ![]() H / 12 | 13F | -5 | +6 | +6 | ・Reach increased. | |
![]() | Hijiuchi to Focus Attack WS ![]() ![]() ![]() H,SP / 12 | +16 | +27 | +27 | Super Combo Gauge Cost 1. Block -2F/Hit +9F after Forcus Attack to canncel. | ||
![]() | C Sotensho WS ![]() M / 17 | 15F | -15 | LNC | LNC | 49 34 | |
![]() | Sotensho to Focus Attack WS ![]() ![]() ![]() M,SP / 17 | +20 | LNC | LNC | Super Combo Gauge Cost 1. Block +2F after Forcus Attack to canncel. | ||
![]() | C Totsuhizageri WS ![]() M / 12 | 13F | -10 | +2 | KDN | 41 28 | ・Can now be cancelled in to special attacks. ・Changed from -7F to -10F on block. ・Changed from +5F to +2F on hit. ・Changed from 38F to 41F on Total. (Ver.4.00) - Changed the damage from 17 to 12. |
![]() | C Totsuhizageri WS ![]() ![]() ![]() M,SP / 12 | +18 | +30 | KDN | 41 | Super Combo Gauge Cost 1. Block ±0F/Hit +12F after Forcus Attack to canncel. | |
![]() | Toe Smash WS ![]() M / 10 | 11F | -9 | +2 | +2 | ||
![]() | Shizan WS ![]() ![]() ![]() M,M / 10,20 | -15 | -5C | KDN | Forces an opponent to crouching on NH. Combo from 1st hit. |
Full Crouch | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | C Hijiuchi WS ![]() H / 12 | 13F | -5 | +6 | +6 | |
![]() | Hijiuchi to Focus Attack WS ![]() ![]() ![]() H,SP / 12 | +16 | +27 | +27 | ||
![]() | C Sotensho WS ![]() M / 17 | 15F | -15 | LNC | LNC | 49 34 |
![]() | Sotensho to Focus Attack WS ![]() ![]() ![]() M,SP / 17 | +20 | LNC | LNC | ||
![]() | C Totsuhizageri WS ![]() M / 12 | 13F | -10 | +2 | KDN | 41 28 |
![]() | C Totsuhizageri WS ![]() ![]() ![]() M,SP / 12 | +18 | +30 | KDN | 41 | |
![]() | Toe Smash WS ![]() M / 10 | 11F | -9 | +2 | +2 | |
![]() | Shizan WS ![]() ![]() ![]() M,M / 10,20 | -15 | -5C | KDN |
Full Crouch | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | C Hijiuchi WS ![]() H / 12 | 13F | -5 | +6 | +6 | |
・Reach increased. | ||||||
![]() | Hijiuchi to Focus Attack WS ![]() ![]() ![]() H,SP / 12 | +16 | +27 | +27 | ||
Super Combo Gauge Cost 1. Block -2F/Hit +9F after Forcus Attack to canncel. | ||||||
![]() | C Sotensho WS ![]() M / 17 | 15F | -15 | LNC | LNC | 49 34 |
![]() | Sotensho to Focus Attack WS ![]() ![]() ![]() M,SP / 17 | +20 | LNC | LNC | ||
Super Combo Gauge Cost 1. Block +2F after Forcus Attack to canncel. | ||||||
![]() | C Totsuhizageri WS ![]() M / 12 | 13F | -10 | +2 | KDN | 41 28 |
・Can now be cancelled in to special attacks. ・Changed from -7F to -10F on block. ・Changed from +5F to +2F on hit. ・Changed from 38F to 41F on Total. (Ver.4.00) - Changed the damage from 17 to 12. | ||||||
![]() | C Totsuhizageri WS ![]() ![]() ![]() M,SP / 12 | +18 | +30 | KDN | 41 | |
Super Combo Gauge Cost 1. Block ±0F/Hit +12F after Forcus Attack to canncel. | ||||||
![]() | Toe Smash WS ![]() M / 10 | 11F | -9 | +2 | +2 | |
![]() | Shizan WS ![]() ![]() ![]() M,M / 10,20 | -15 | -5C | KDN | ||
Forces an opponent to crouching on NH. Combo from 1st hit. |
Include ⇧ Command | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | TJ9F Hijiotoshi Vertical Jump ![]() M / 10 | 7F | -25 | -15 | -15 | Start-up 16 to 43F in actualy. Block & Hit values are in the fastest. | |
![]() | TJ9F Gokusengeki Vertical Jump ![]() M / 15 | 9F | -18 | -8 | -8 | Start-up 18 to 43F in actualy. Block & Hit values are in the fastest. | |
![]() | TJ9F Maegeri Vertical Jump ![]() M / 10 | 7F | -25 | -15 | -15 | Start-up 16 to 43F in actualy. Block & Hit values are in the fastest. | |
![]() | TJ9F Onikubigiri Vertical Jump ![]() M / 15 | 9F | -18 | -8 | -8 | Start-up 18 to 43F in actualy. Block & Hit values are in the fastest. | |
![]() | TJ5F Gokuken Forward Jump ![]() M / 10 | 9F | -22 | -11 | -11 | Start-up 14 to 38F in actualy. Block & Hit values are in the fastest. | |
![]() | TJ5F Gokugeki Forward Jump ![]() M / 15 | 9F | -17 | -7 | -7 | Start-up 14 to 37F in actualy. Block & Hit values are in the fastest. | |
![]() | TJ5F Rakusaishu Forward Jump ![]() M / 10 | 7F | -26 | -16 | -16 | Start-up 12 to 40F in actualy. Block & Hit values are in the fastest. | |
![]() | TJ5F Tobisokuto Forward Jump ![]() M / 15 | 7F | -20 | -9 | -9 | Start-up 12 to 39F in actualy. Block & Hit values are in the fastest. | |
![]() | Tenmakujinkyaku Forward Jump peak ![]() ![]() M / 14 | 13F | ±0 | +9C | +9C | Forces an opponent to crouching on hit. Start-up frame is base values. Meaty 6F in actualy. |
Include ⇧ Command | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | TJ9F Hijiotoshi Vertical Jump ![]() M / 10 | 7F | -25 | -15 | -15 | |
![]() | TJ9F Gokusengeki Vertical Jump ![]() M / 15 | 9F | -18 | -8 | -8 | |
![]() | TJ9F Maegeri Vertical Jump ![]() M / 10 | 7F | -25 | -15 | -15 | |
![]() | TJ9F Onikubigiri Vertical Jump ![]() M / 15 | 9F | -18 | -8 | -8 | |
![]() | TJ5F Gokuken Forward Jump ![]() M / 10 | 9F | -22 | -11 | -11 | |
![]() | TJ5F Gokugeki Forward Jump ![]() M / 15 | 9F | -17 | -7 | -7 | |
![]() | TJ5F Rakusaishu Forward Jump ![]() M / 10 | 7F | -26 | -16 | -16 | |
![]() | TJ5F Tobisokuto Forward Jump ![]() M / 15 | 7F | -20 | -9 | -9 | |
![]() | Tenmakujinkyaku Forward Jump peak ![]() ![]() M / 14 | 13F | ±0 | +9C | +9C |
Include ⇧ Command | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | TJ9F Hijiotoshi Vertical Jump ![]() M / 10 | 7F | -25 | -15 | -15 | |
Start-up 16 to 43F in actualy. Block & Hit values are in the fastest. | ||||||
![]() | TJ9F Gokusengeki Vertical Jump ![]() M / 15 | 9F | -18 | -8 | -8 | |
Start-up 18 to 43F in actualy. Block & Hit values are in the fastest. | ||||||
![]() | TJ9F Maegeri Vertical Jump ![]() M / 10 | 7F | -25 | -15 | -15 | |
Start-up 16 to 43F in actualy. Block & Hit values are in the fastest. | ||||||
![]() | TJ9F Onikubigiri Vertical Jump ![]() M / 15 | 9F | -18 | -8 | -8 | |
Start-up 18 to 43F in actualy. Block & Hit values are in the fastest. | ||||||
![]() | TJ5F Gokuken Forward Jump ![]() M / 10 | 9F | -22 | -11 | -11 | |
Start-up 14 to 38F in actualy. Block & Hit values are in the fastest. | ||||||
![]() | TJ5F Gokugeki Forward Jump ![]() M / 15 | 9F | -17 | -7 | -7 | |
Start-up 14 to 37F in actualy. Block & Hit values are in the fastest. | ||||||
![]() | TJ5F Rakusaishu Forward Jump ![]() M / 10 | 7F | -26 | -16 | -16 | |
Start-up 12 to 40F in actualy. Block & Hit values are in the fastest. | ||||||
![]() | TJ5F Tobisokuto Forward Jump ![]() M / 15 | 7F | -20 | -9 | -9 | |
Start-up 12 to 39F in actualy. Block & Hit values are in the fastest. | ||||||
![]() | Tenmakujinkyaku Forward Jump peak ![]() ![]() M / 14 | 13F | ±0 | +9C | +9C | |
Forces an opponent to crouching on hit. Start-up frame is base values. Meaty 6F in actualy. |
Others | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Charging![]() SP / - | 55 | Shift to charging. Shift to charging. | ||||
![]() | Sengeki BT ![]() ![]() H / 7 | 10F | +1 | +8 | +8 | Equivalent to Sengeki (![]() ![]() ![]() ![]() | |
![]() | High Kick BT ![]() ![]() H / 12 | 14F | -13 | +2 | +2 | Equivalent to High Kick (![]() | |
![]() | Shotei BT ![]() ![]() ![]() ![]() SM / 6 | 12F | -4 | +7 | +7 | Equivalent to Shotei (![]() ![]() | |
![]() | Ashibarai BT ![]() ![]() ![]() ![]() L / 17 | 17F | -27 | KDN | KDN | Equivalent to Ashibarai (![]() ![]() (Ver.3.20)・Fixed an issue in which the move's properties differed from those of ![]() ![]() |
Others | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Charging![]() SP / - | 55 | ||||
![]() | Sengeki BT ![]() ![]() H / 7 | 10F | +1 | +8 | +8 | |
![]() | High Kick BT ![]() ![]() H / 12 | 14F | -13 | +2 | +2 | |
![]() | Shotei BT ![]() ![]() ![]() ![]() SM / 6 | 12F | -4 | +7 | +7 | |
![]() | Ashibarai BT ![]() ![]() ![]() ![]() L / 17 | 17F | -27 | KDN | KDN |
Others | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Charging![]() SP / - | 55 | ||||
Shift to charging. Shift to charging. | ||||||
![]() | Sengeki BT ![]() ![]() H / 7 | 10F | +1 | +8 | +8 | |
Equivalent to Sengeki (![]() ![]() ![]() ![]() | ||||||
![]() | High Kick BT ![]() ![]() H / 12 | 14F | -13 | +2 | +2 | |
Equivalent to High Kick (![]() | ||||||
![]() | Shotei BT ![]() ![]() ![]() ![]() SM / 6 | 12F | -4 | +7 | +7 | |
Equivalent to Shotei (![]() ![]() | ||||||
![]() | Ashibarai BT ![]() ![]() ![]() ![]() L / 17 | 17F | -27 | KDN | KDN | |
Equivalent to Ashibarai (![]() ![]() (Ver.3.20)・Fixed an issue in which the move's properties differed from those of ![]() ![]() |
Focus Attack | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Pw8F Focus Attack Lv.1 ![]() H / 14 | 31F | -20 | -8 | -8 | Hold no more than 20F. Input ![]() ![]() ![]() ![]() Enable recovery after some paticular moves for the cost 1 guage. | |
![]() | Pw8F Focus Attack to Cancel ![]() ![]() ![]() SP / - | 15 | Recovery 15F after input ![]() ![]() | ||||
![]() | Pw8F Focus Attack to Cancel Back Dash ![]() ![]() ![]() SP / - | 25 | Recovery 25F after input ![]() ![]() (Ver.4.20)- Unlike when backdashing at close range, it was able to block the opponent's attack. This is now fixed. | ||||
![]() | Pw8F Focus Attack Lv.1 to Cancel ![]() ![]() ![]() H,SP / 14 | -5 | +7 | +7 | |||
![]() | Pw8F Focus Attack Lv.2 ![]() H / 20 | 36F | -11 | KDN | KDN | Start-up frame is to hold 21 to 25F. Start-up 11 + hold frame over 26F. | |
![]() | Pw8F Focus Attack Lv.2 to Cancel ![]() ![]() ![]() H,SP / 20 | +4 | KDN | KDN | |||
![]() | Pw8F Focus Attack Lv.3 ![]() UB(H) / 25 | 65F | KDN | KDN | KDN | ||
![]() | Pw8F Focus Attack Lv.3 to Cancel ![]() ![]() ![]() UB(H),SP / 25 | KDN | KDN | KDN |
Focus Attack | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Pw8F Focus Attack Lv.1 ![]() H / 14 | 31F | -20 | -8 | -8 | |
![]() | Pw8F Focus Attack to Cancel ![]() ![]() ![]() SP / - | 15 | ||||
![]() | Pw8F Focus Attack to Cancel Back Dash ![]() ![]() ![]() SP / - | 25 | ||||
![]() | Pw8F Focus Attack Lv.1 to Cancel ![]() ![]() ![]() H,SP / 14 | -5 | +7 | +7 | ||
![]() | Pw8F Focus Attack Lv.2 ![]() H / 20 | 36F | -11 | KDN | KDN | |
![]() | Pw8F Focus Attack Lv.2 to Cancel ![]() ![]() ![]() H,SP / 20 | +4 | KDN | KDN | ||
![]() | Pw8F Focus Attack Lv.3 ![]() UB(H) / 25 | 65F | KDN | KDN | KDN | |
![]() | Pw8F Focus Attack Lv.3 to Cancel ![]() ![]() ![]() UB(H),SP / 25 | KDN | KDN | KDN |
Focus Attack | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Pw8F Focus Attack Lv.1 ![]() H / 14 | 31F | -20 | -8 | -8 | |
Hold no more than 20F. Input ![]() ![]() ![]() ![]() Enable recovery after some paticular moves for the cost 1 guage. | ||||||
![]() | Pw8F Focus Attack to Cancel ![]() ![]() ![]() SP / - | 15 | ||||
Recovery 15F after input ![]() ![]() | ||||||
![]() | Pw8F Focus Attack to Cancel Back Dash ![]() ![]() ![]() SP / - | 25 | ||||
Recovery 25F after input ![]() ![]() (Ver.4.20)- Unlike when backdashing at close range, it was able to block the opponent's attack. This is now fixed. | ||||||
![]() | Pw8F Focus Attack Lv.1 to Cancel ![]() ![]() ![]() H,SP / 14 | -5 | +7 | +7 | ||
![]() | Pw8F Focus Attack Lv.2 ![]() H / 20 | 36F | -11 | KDN | KDN | |
Start-up frame is to hold 21 to 25F. Start-up 11 + hold frame over 26F. | ||||||
![]() | Pw8F Focus Attack Lv.2 to Cancel ![]() ![]() ![]() H,SP / 20 | +4 | KDN | KDN | ||
![]() | Pw8F Focus Attack Lv.3 ![]() UB(H) / 25 | 65F | KDN | KDN | KDN | |
![]() | Pw8F Focus Attack Lv.3 to Cancel ![]() ![]() ![]() UB(H),SP / 25 | KDN | KDN | KDN | ||
Special Move | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Gohadoken (Low)![]() ![]() ![]() ![]() SM / 12 | 19F | -14 | -6 | -6 | 56 37 | Frame values are in the case of close to. (S3)– Changed the damage from 14 to 12. (Ver.3.10)- Increased the recovery time by 1 frame. This changes the frame advantage from -13 frames to -14 frames when blocked, and from -5 frames to -6 frames when the move hits. |
![]() | Gohadoken (Low) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 12 | +24 | +32 | +32 | Super Combo Gauge Cost 1. Block +7F/Hit +15F after Forcus Attack to canncel. | ||
![]() | Gohadoken (High)![]() ![]() ![]() ![]() SM / 12 | 19F | -14 | -6 | -6 | 56 37 | Frame values are in the case of close to. (S3)– Changed the damage from 14 to 12. (Ver.3.10)- Increased the recovery time by 1 frame. This changes the frame advantage from -13 frames to -14 frames when blocked, and from -5 frames to -6 frames when the move hits. |
![]() | Gohadoken (High) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 12 | +24 | +32 | +32 | Super Combo Gauge Cost 1. Block +7F/Hit +15F after Forcus Attack to canncel. | ||
![]() | Shakunetsu Hadoken (Low)![]() ![]() ![]() ![]() ![]() ![]() SM / 13 | 28F | -12 | -4 | -4 | 64 36 | Easy command ![]() ![]() ![]() ![]() Frame values are in the case of close to. ・Damage changed from 17 to 15. ・Startup changed from 33F to 28F. ・Changed from -7F to -9F on block. ・Changed from KND to -1F on hit. ・Changed from 64F to 61F on Total. (S3)– Changed the damage from 15 to 13. (Ver.3.30)・Changed the frame advantage when blocked from -9F to -12F. ・Changed the frame advantage upon hit from -1F to -4F. |
![]() | Shakunetsu Hadoken (Low) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 13 | +25 | +33 | +33 | Super Combo Gauge Cost 1. Block +8F after Forcus Attack to canncel. | ||
![]() | Shakunetsu Hadoken (High)![]() ![]() ![]() ![]() ![]() ![]() SM*3 / 9*3 | 33F | -1 | KDN | KDN | 74 41 | Easy command ![]() ![]() ![]() ![]() Frame values are in the case of close to. |
![]() | Shakunetsu Hadoken (High) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM*3,SP / 9*3 | +41G | KDN | KDN | Super Combo Gauge Cost 1. Block +24GF after Forcus Attack to canncel. | ||
![]() | TC6F Goshoryuken (Low) ![]() ![]() ![]() ![]() SM / 15 | 10F | -25 | LNC | LNC | ||
![]() | TC6F Goshoryuken (Low) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 15 | +21 | LNC | LNC | Super Combo Gauge Cost 1. Block +3F after Forcus Attack to canncel. | ||
![]() | TC6F Goshoryuken (High) ![]() ![]() ![]() ![]() SM*3 / 6,6,20 | 11F | -34 | LNC | LNC | Invinciblity 8F. | |
![]() | TC6F Goshoryuken (High) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 6 | +19 | +32 | +32 | Super Combo Gauge Cost 1. Block +1F/Hit +14F after Forcus Attack to canncel. | ||
![]() | TC6F Goshoryuken (High,2nd) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM*2,SP / 6,6 | +21 | LNC | LNC | Super Combo Gauge Cost 1. Block +3F after Forcus Attack to canncel. | ||
![]() | TJ5F Hyakkishu ![]() ![]() ![]() ![]() ![]() SP / - | Moving distance ![]() ![]() | |||||
![]() | Hyakkigoshozan Hyakkishu ☆ L / 23 | 51F | -24 | KDN | KDN | 94 43 | |
![]() | Hyakkigosho Hyakkishu ![]() H / 15 | 7F | -1 | KDN | KDN | Fastest start-up 37F in actualy. ・Recovery on whiff decreased by 8F. | |
![]() | Hyakkigohasatsu Hyakkishu ![]() M / 20 | 16F | -9C | KDN | KDN | Forces an opponent to crouching on block. Fastest start-up 43F in actualy. ・Damage changed from 25 to 20. | |
![]() | HMTS Hyakkigosen Hyakkishu ![]() M / 17 | 14F | -9 | +23Sp | +23Sp | Fastest start-up 42F in actualy. ・Damage changed from 23 to 21. (Ver.4.00) - Changed the damage from 21 to 17. | |
![]() | Hyakkigojin Hyakkishu ![]() SM / 15 | 14F | +4G | +16C | +16C | Forces an opponent to crouching on hit. Meaty 5F in actualy. Fastest start-up 44F in actualy. ・Changed from +6F to +4F on block. | |
![]() | TJ9F Tatsumaki Zankukyaku (Low) ![]() ![]() ![]() ![]() H / 10 | 15F | -15 | KDN | KDN | ||
![]() | Tatsumaki Zankukyaku (High)![]() ![]() ![]() ![]() SM,H*3 / 13,6,6,6 | 10F | -15 | KDN | KDN | (S3)– Changed from -14F to -15F on block. | |
![]() | Tatsumaki Zankukyaku (Rise)![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM / 10 | 13F | |||||
![]() | Zanku Hadoken Jump ![]() ![]() ![]() ![]() ![]() SM / 10 | 17F | -7 | +4 | +4 | Frame values are just before landing. | |
![]() | AirBorne Tatsumaki Zankukyaku Jump ![]() ![]() ![]() ![]() ![]() SM / 10 | 13F | +2 | KDN | KDN | Frame values are just before landing. | |
![]() | Ashura Senku![]() ![]() ![]() ![]() SP / - | 70 | Invinciblity 5F. | ||||
![]() | Ashura Senku (Back)![]() ![]() ![]() ![]() SP / - | 75 | Invinciblity 5F. |
Special Move | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Gohadoken (Low)![]() ![]() ![]() ![]() SM / 12 | 19F | -14 | -6 | -6 | 56 37 |
![]() | Gohadoken (Low) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 12 | +24 | +32 | +32 | ||
![]() | Gohadoken (High)![]() ![]() ![]() ![]() SM / 12 | 19F | -14 | -6 | -6 | 56 37 |
![]() | Gohadoken (High) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 12 | +24 | +32 | +32 | ||
![]() | Shakunetsu Hadoken (Low)![]() ![]() ![]() ![]() ![]() ![]() SM / 13 | 28F | -12 | -4 | -4 | 64 36 |
![]() | Shakunetsu Hadoken (Low) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 13 | +25 | +33 | +33 | ||
![]() | Shakunetsu Hadoken (High)![]() ![]() ![]() ![]() ![]() ![]() SM*3 / 9*3 | 33F | -1 | KDN | KDN | 74 41 |
![]() | Shakunetsu Hadoken (High) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM*3,SP / 9*3 | +41G | KDN | KDN | ||
![]() | TC6F Goshoryuken (Low) ![]() ![]() ![]() ![]() SM / 15 | 10F | -25 | LNC | LNC | |
![]() | TC6F Goshoryuken (Low) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 15 | +21 | LNC | LNC | ||
![]() | TC6F Goshoryuken (High) ![]() ![]() ![]() ![]() SM*3 / 6,6,20 | 11F | -34 | LNC | LNC | |
![]() | TC6F Goshoryuken (High) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 6 | +19 | +32 | +32 | ||
![]() | TC6F Goshoryuken (High,2nd) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM*2,SP / 6,6 | +21 | LNC | LNC | ||
![]() | TJ5F Hyakkishu ![]() ![]() ![]() ![]() ![]() SP / - | |||||
![]() | Hyakkigoshozan Hyakkishu ☆ L / 23 | 51F | -24 | KDN | KDN | 94 43 |
![]() | Hyakkigosho Hyakkishu ![]() H / 15 | 7F | -1 | KDN | KDN | |
![]() | Hyakkigohasatsu Hyakkishu ![]() M / 20 | 16F | -9C | KDN | KDN | |
![]() | HMTS Hyakkigosen Hyakkishu ![]() M / 17 | 14F | -9 | +23Sp | +23Sp | |
![]() | Hyakkigojin Hyakkishu ![]() SM / 15 | 14F | +4G | +16C | +16C | |
![]() | TJ9F Tatsumaki Zankukyaku (Low) ![]() ![]() ![]() ![]() H / 10 | 15F | -15 | KDN | KDN | |
![]() | Tatsumaki Zankukyaku (High)![]() ![]() ![]() ![]() SM,H*3 / 13,6,6,6 | 10F | -15 | KDN | KDN | |
![]() | Tatsumaki Zankukyaku (Rise)![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM / 10 | 13F | ||||
![]() | Zanku Hadoken Jump ![]() ![]() ![]() ![]() ![]() SM / 10 | 17F | -7 | +4 | +4 | |
![]() | AirBorne Tatsumaki Zankukyaku Jump ![]() ![]() ![]() ![]() ![]() SM / 10 | 13F | +2 | KDN | KDN | |
![]() | Ashura Senku![]() ![]() ![]() ![]() SP / - | 70 | ||||
![]() | Ashura Senku (Back)![]() ![]() ![]() ![]() SP / - | 75 |
Special Move | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Gohadoken (Low)![]() ![]() ![]() ![]() SM / 12 | 19F | -14 | -6 | -6 | 56 37 |
Frame values are in the case of close to. (S3)– Changed the damage from 14 to 12. (Ver.3.10)- Increased the recovery time by 1 frame. This changes the frame advantage from -13 frames to -14 frames when blocked, and from -5 frames to -6 frames when the move hits. | ||||||
![]() | Gohadoken (Low) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 12 | +24 | +32 | +32 | ||
Super Combo Gauge Cost 1. Block +7F/Hit +15F after Forcus Attack to canncel. | ||||||
![]() | Gohadoken (High)![]() ![]() ![]() ![]() SM / 12 | 19F | -14 | -6 | -6 | 56 37 |
Frame values are in the case of close to. (S3)– Changed the damage from 14 to 12. (Ver.3.10)- Increased the recovery time by 1 frame. This changes the frame advantage from -13 frames to -14 frames when blocked, and from -5 frames to -6 frames when the move hits. | ||||||
![]() | Gohadoken (High) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 12 | +24 | +32 | +32 | ||
Super Combo Gauge Cost 1. Block +7F/Hit +15F after Forcus Attack to canncel. | ||||||
![]() | Shakunetsu Hadoken (Low)![]() ![]() ![]() ![]() ![]() ![]() SM / 13 | 28F | -12 | -4 | -4 | 64 36 |
Easy command ![]() ![]() ![]() ![]() Frame values are in the case of close to. ・Damage changed from 17 to 15. ・Startup changed from 33F to 28F. ・Changed from -7F to -9F on block. ・Changed from KND to -1F on hit. ・Changed from 64F to 61F on Total. (S3)– Changed the damage from 15 to 13. (Ver.3.30)・Changed the frame advantage when blocked from -9F to -12F. ・Changed the frame advantage upon hit from -1F to -4F. | ||||||
![]() | Shakunetsu Hadoken (Low) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 13 | +25 | +33 | +33 | ||
Super Combo Gauge Cost 1. Block +8F after Forcus Attack to canncel. | ||||||
![]() | Shakunetsu Hadoken (High)![]() ![]() ![]() ![]() ![]() ![]() SM*3 / 9*3 | 33F | -1 | KDN | KDN | 74 41 |
Easy command ![]() ![]() ![]() ![]() Frame values are in the case of close to. | ||||||
![]() | Shakunetsu Hadoken (High) to Focus Attack![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM*3,SP / 9*3 | +41G | KDN | KDN | ||
Super Combo Gauge Cost 1. Block +24GF after Forcus Attack to canncel. | ||||||
![]() | TC6F Goshoryuken (Low) ![]() ![]() ![]() ![]() SM / 15 | 10F | -25 | LNC | LNC | |
![]() | TC6F Goshoryuken (Low) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 15 | +21 | LNC | LNC | ||
Super Combo Gauge Cost 1. Block +3F after Forcus Attack to canncel. | ||||||
![]() | TC6F Goshoryuken (High) ![]() ![]() ![]() ![]() SM*3 / 6,6,20 | 11F | -34 | LNC | LNC | |
Invinciblity 8F. | ||||||
![]() | TC6F Goshoryuken (High) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM,SP / 6 | +19 | +32 | +32 | ||
Super Combo Gauge Cost 1. Block +1F/Hit +14F after Forcus Attack to canncel. | ||||||
![]() | TC6F Goshoryuken (High,2nd) to Focus Attack ![]() ![]() ![]() ![]() ![]() ![]() SM*2,SP / 6,6 | +21 | LNC | LNC | ||
Super Combo Gauge Cost 1. Block +3F after Forcus Attack to canncel. | ||||||
![]() | TJ5F Hyakkishu ![]() ![]() ![]() ![]() ![]() SP / - | |||||
Moving distance ![]() ![]() | ||||||
![]() | Hyakkigoshozan Hyakkishu ☆ L / 23 | 51F | -24 | KDN | KDN | 94 43 |
![]() | Hyakkigosho Hyakkishu ![]() H / 15 | 7F | -1 | KDN | KDN | |
Fastest start-up 37F in actualy. ・Recovery on whiff decreased by 8F. | ||||||
![]() | Hyakkigohasatsu Hyakkishu ![]() M / 20 | 16F | -9C | KDN | KDN | |
Forces an opponent to crouching on block. Fastest start-up 43F in actualy. ・Damage changed from 25 to 20. | ||||||
![]() | HMTS Hyakkigosen Hyakkishu ![]() M / 17 | 14F | -9 | +23Sp | +23Sp | |
Fastest start-up 42F in actualy. ・Damage changed from 23 to 21. (Ver.4.00) - Changed the damage from 21 to 17. | ||||||
![]() | Hyakkigojin Hyakkishu ![]() SM / 15 | 14F | +4G | +16C | +16C | |
Forces an opponent to crouching on hit. Meaty 5F in actualy. Fastest start-up 44F in actualy. ・Changed from +6F to +4F on block. | ||||||
![]() | TJ9F Tatsumaki Zankukyaku (Low) ![]() ![]() ![]() ![]() H / 10 | 15F | -15 | KDN | KDN | |
![]() | Tatsumaki Zankukyaku (High)![]() ![]() ![]() ![]() SM,H*3 / 13,6,6,6 | 10F | -15 | KDN | KDN | |
(S3)– Changed from -14F to -15F on block. | ||||||
![]() | Tatsumaki Zankukyaku (Rise)![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SM / 10 | 13F | ||||
![]() | Zanku Hadoken Jump ![]() ![]() ![]() ![]() ![]() SM / 10 | 17F | -7 | +4 | +4 | |
Frame values are just before landing. | ||||||
![]() | AirBorne Tatsumaki Zankukyaku Jump ![]() ![]() ![]() ![]() ![]() SM / 10 | 13F | +2 | KDN | KDN | |
Frame values are just before landing. | ||||||
![]() | Ashura Senku![]() ![]() ![]() ![]() SP / - | 70 | ||||
Invinciblity 5F. | ||||||
![]() | Ashura Senku (Back)![]() ![]() ![]() ![]() SP / - | 75 | ||||
Invinciblity 5F. |
EX Special Move | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | EX Gohadoken![]() ![]() ![]() ![]() SM,SM / 10,10 | 19F | +1 | KDN | KDN | Super Combo Gauge Cost 1. Frame values are in the case of close to. | |
![]() | EX Shakunetsu Hadoken![]() ![]() ![]() ![]() ![]() ![]() SM*3 / 12*3 | 28F | +9 | KDN | KDN | Super Combo Gauge Cost 1. Frame values are in the case of close to. | |
![]() | EX Goshoryuken![]() ![]() ![]() ![]() SM*3 / 6,6,20 | 11F | -34 | LNC | LNC | Super Combo Gauge Cost 1. Invinciblity 1F. | |
![]() | Messatsu Goshoryu![]() ![]() ![]() ![]() SM,Th / 6,8,9*3 | KDN | Super Combo Gauge Cost 1. (Ver.4.00) - Changed to During hit from front ![]() ![]() ![]() ![]() | ||||
![]() | Hyakkishu to EX Zanku Hadoken Hyakkishu ![]() ![]() ![]() ![]() SM,SM / 10,10 | 8F | -22 | -7 | -7 | Super Combo Gauge Cost 1.![]() ![]() ![]() ![]() ![]() ![]() ![]() (Ver.4.00) - New move. | |
![]() | TS EX Tatsumaki Zankukyaku ![]() ![]() ![]() ![]() SM * 4 / 10,10,10,20 | 10F | -18 | KDN | KDN | Super Combo Gauge Cost 1. ・Recovery decreased by 3F. ・Changed from -25F to -22F on block. (Ver.4.00) - Changed the damage from 6,6,6,20 to 10,10,10,20. - Changed the frame advantage when blocked from -12F to -8F. - Shortened the recovery time after the move hits by 4F. | |
![]() | EX Tatsumaki Zankukyaku![]() ![]() ![]() ![]() ![]() ![]() ![]() SM / 20 | 13F | ±0 | KDN | KDN | Super Combo Gauge Cost 1. | |
![]() | EX Tatsumaki Zankukyaku (2nd hit)![]() ![]() ![]() ![]() ![]() SM / 20 | +11 | KDN | KDN | Super Combo Gauge Cost 1. | ||
![]() | EX Zanku Hadoken Jump ![]() ![]() ![]() ![]() SM,SM / 10,10 | 8F | +20G | +39 | +39 | Super Combo Gauge Cost 1. | |
![]() | EX AirBorne Tatsumaki Zankukyaku Jump ![]() ![]() ![]() ![]() SM / 20,20 | 13F | +9 | KDN | KDN | Super Combo Gauge Cost 1. (Ver.4.00) - Changed the damage from 10 to 20. | |
![]() | Hisenkyaku to EX Zanku Hadoken![]() ![]() ![]() ![]() ![]() ![]() M,SM*2 / 20,10,10 | 22F | +15G | +20 | +20 | Can be delayed 7F. Super Combo Gauge Cost 1. Combo from 1st NH. | |
![]() | TS Hisenkyaku to EX AirBorne Tatsumaki Zankukyaku ![]() ![]() ![]() ![]() ![]() ![]() M,SM*3 / 20,10,10,20 | 22F | -28 | KDN | KDN | Can be delayed 7F. Super Combo Gauge Cost 1. Combo from 1st hit. (Ver.4.00) - Changed the damage from 6,6,20 to 10,10,20. - Changed the frame advantage when blocked from -15F to -8F. - Shortened the recovery time after the move hits by 7F. |
EX Special Move | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | EX Gohadoken![]() ![]() ![]() ![]() SM,SM / 10,10 | 19F | +1 | KDN | KDN | |
![]() | EX Shakunetsu Hadoken![]() ![]() ![]() ![]() ![]() ![]() SM*3 / 12*3 | 28F | +9 | KDN | KDN | |
![]() | EX Goshoryuken![]() ![]() ![]() ![]() SM*3 / 6,6,20 | 11F | -34 | LNC | LNC | |
![]() | Messatsu Goshoryu![]() ![]() ![]() ![]() SM,Th / 6,8,9*3 | KDN | ||||
![]() | Hyakkishu to EX Zanku Hadoken Hyakkishu ![]() ![]() ![]() ![]() SM,SM / 10,10 | 8F | -22 | -7 | -7 | |
![]() | TS EX Tatsumaki Zankukyaku ![]() ![]() ![]() ![]() SM * 4 / 10,10,10,20 | 10F | -18 | KDN | KDN | |
![]() | EX Tatsumaki Zankukyaku![]() ![]() ![]() ![]() ![]() ![]() ![]() SM / 20 | 13F | ±0 | KDN | KDN | |
![]() | EX Tatsumaki Zankukyaku (2nd hit)![]() ![]() ![]() ![]() ![]() SM / 20 | +11 | KDN | KDN | ||
![]() | EX Zanku Hadoken Jump ![]() ![]() ![]() ![]() SM,SM / 10,10 | 8F | +20G | +39 | +39 | |
![]() | EX AirBorne Tatsumaki Zankukyaku Jump ![]() ![]() ![]() ![]() SM / 20,20 | 13F | +9 | KDN | KDN | |
![]() | Hisenkyaku to EX Zanku Hadoken![]() ![]() ![]() ![]() ![]() ![]() M,SM*2 / 20,10,10 | 22F | +15G | +20 | +20 | |
![]() | TS Hisenkyaku to EX AirBorne Tatsumaki Zankukyaku ![]() ![]() ![]() ![]() ![]() ![]() M,SM*3 / 20,10,10,20 | 22F | -28 | KDN | KDN |
EX Special Move | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | EX Gohadoken![]() ![]() ![]() ![]() SM,SM / 10,10 | 19F | +1 | KDN | KDN | |
Super Combo Gauge Cost 1. Frame values are in the case of close to. | ||||||
![]() | EX Shakunetsu Hadoken![]() ![]() ![]() ![]() ![]() ![]() SM*3 / 12*3 | 28F | +9 | KDN | KDN | |
Super Combo Gauge Cost 1. Frame values are in the case of close to. | ||||||
![]() | EX Goshoryuken![]() ![]() ![]() ![]() SM*3 / 6,6,20 | 11F | -34 | LNC | LNC | |
Super Combo Gauge Cost 1. Invinciblity 1F. | ||||||
![]() | Messatsu Goshoryu![]() ![]() ![]() ![]() SM,Th / 6,8,9*3 | KDN | ||||
Super Combo Gauge Cost 1. (Ver.4.00) - Changed to During hit from front ![]() ![]() ![]() ![]() | ||||||
![]() | Hyakkishu to EX Zanku Hadoken Hyakkishu ![]() ![]() ![]() ![]() SM,SM / 10,10 | 8F | -22 | -7 | -7 | |
Super Combo Gauge Cost 1.![]() ![]() ![]() ![]() ![]() ![]() ![]() (Ver.4.00) - New move. | ||||||
![]() | TS EX Tatsumaki Zankukyaku ![]() ![]() ![]() ![]() SM * 4 / 10,10,10,20 | 10F | -18 | KDN | KDN | |
Super Combo Gauge Cost 1. ・Recovery decreased by 3F. ・Changed from -25F to -22F on block. (Ver.4.00) - Changed the damage from 6,6,6,20 to 10,10,10,20. - Changed the frame advantage when blocked from -12F to -8F. - Shortened the recovery time after the move hits by 4F. | ||||||
![]() | EX Tatsumaki Zankukyaku![]() ![]() ![]() ![]() ![]() ![]() ![]() SM / 20 | 13F | ±0 | KDN | KDN | |
Super Combo Gauge Cost 1. | ||||||
![]() | EX Tatsumaki Zankukyaku (2nd hit)![]() ![]() ![]() ![]() ![]() SM / 20 | +11 | KDN | KDN | ||
Super Combo Gauge Cost 1. | ||||||
![]() | EX Zanku Hadoken Jump ![]() ![]() ![]() ![]() SM,SM / 10,10 | 8F | +20G | +39 | +39 | |
Super Combo Gauge Cost 1. | ||||||
![]() | EX AirBorne Tatsumaki Zankukyaku Jump ![]() ![]() ![]() ![]() SM / 20,20 | 13F | +9 | KDN | KDN | |
Super Combo Gauge Cost 1. (Ver.4.00) - Changed the damage from 10 to 20. | ||||||
![]() | Hisenkyaku to EX Zanku Hadoken![]() ![]() ![]() ![]() ![]() ![]() M,SM*2 / 20,10,10 | 22F | +15G | +20 | +20 | |
Can be delayed 7F. Super Combo Gauge Cost 1. Combo from 1st NH. | ||||||
![]() | TS Hisenkyaku to EX AirBorne Tatsumaki Zankukyaku ![]() ![]() ![]() ![]() ![]() ![]() M,SM*3 / 20,10,10,20 | 22F | -28 | KDN | KDN | |
Can be delayed 7F. Super Combo Gauge Cost 1. Combo from 1st hit. (Ver.4.00) - Changed the damage from 6,6,20 to 10,10,20. - Changed the frame advantage when blocked from -15F to -8F. - Shortened the recovery time after the move hits by 7F. |
Super Combo | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Messatsu Gohado![]() ![]() ![]() ![]() ![]() ![]() ![]() SM*5 / 20*5 | 9F | +2 | KDN | KDN | Super Combo Gauge Cost 2. |
Super Combo | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Messatsu Gohado![]() ![]() ![]() ![]() ![]() ![]() ![]() SM*5 / 20*5 | 9F | +2 | KDN | KDN |
Super Combo | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Messatsu Gohado![]() ![]() ![]() ![]() ![]() ![]() ![]() SM*5 / 20*5 | 9F | +2 | KDN | KDN | |
Super Combo Gauge Cost 2. |
Rage Art | |||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. | NOTES |
![]() | Wrath of the Raging Demon Rage ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Th(M) / 55 | 16F | KDN | KDN | KDN | Guard point 8F. Another command ![]() ![]() ![]() ![]() ![]() ![]() Enable evade input ![]() (S3)– It is now possible to hit a spinning opponent with this move. – Changed the scene that plays when the move KOs during a match-point round. – Fixed an issue in which the charged version of the move could not be avoided by jumping. |
Rage Art | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
![]() | Wrath of the Raging Demon Rage ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Th(M) / 55 | 16F | KDN | KDN | KDN |
Rage Art | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | block | NH | CH | total rec. |
NOTES | ||||||
![]() | Wrath of the Raging Demon Rage ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Th(M) / 55 | 16F | KDN | KDN | KDN | |
Guard point 8F. Another command ![]() ![]() ![]() ![]() ![]() ![]() Enable evade input ![]() (S3)– It is now possible to hit a spinning opponent with this move. – Changed the scene that plays when the move KOs during a match-point round. – Fixed an issue in which the charged version of the move could not be avoided by jumping. |
Throws | ||||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | After Throw | Break Throw | total rec. | NOTES |
![]() | Goshoha![]() Th(H) / 35(,5) | 12F | Foot-sd. Face-up | ![]() ![]() ±0F | Long Range Throw when input ![]() Damage() is wall hit bonus. | |
![]() | Syuretto![]() Th(H) / 35 | 12F | Reverse Pos. Foot-sd. Face-down | ![]() ![]() ±0F | Long Range Throw when input ![]() | |
![]() | Syuretto Approach from left side Th(H) / 40 | Reverse Pos. Foot-sd. Face-down | ![]() ±0F | |||
![]() | Goshoha Approach from right side Th(H) / 40(,5) | Foot-sd. Face-up | ![]() ±0F | Damage() is wall hit bonus. | ||
![]() | Goshoha Approach from behind Th(H) / 50(,5) | Foot-sd. Face-down | disable | Damage() is wall hit bonus. Wall Stun (Behind). | ||
![]() | Hyakkigosai Hyakkishu ![]() ![]() Th(H) / 30 | 5F | Head-sd. Face-down | disable | Foot side/Face-Up after wall hit. |
Throws | |||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | After Throw | Break Throw | total rec. |
![]() | Goshoha![]() Th(H) / 35(,5) | 12F | Foot-sd. Face-up | ![]() ![]() ±0F | |
![]() | Syuretto![]() Th(H) / 35 | 12F | Reverse Pos. Foot-sd. Face-down | ![]() ![]() ±0F | |
![]() | Syuretto Approach from left side Th(H) / 40 | Reverse Pos. Foot-sd. Face-down | ![]() ±0F | ||
![]() | Goshoha Approach from right side Th(H) / 40(,5) | Foot-sd. Face-up | ![]() ±0F | ||
![]() | Goshoha Approach from behind Th(H) / 50(,5) | Foot-sd. Face-down | disable | ||
![]() | Hyakkigosai Hyakkishu ![]() ![]() Th(H) / 30 | 5F | Head-sd. Face-down | disable |
Throws | |||||
IMAGE | ICONS MOVE NAME INPUT HIT LEVEL / DAMAGE | start -up (meaty) | After Throw | Break Throw | total rec. |
NOTES | |||||
![]() | Goshoha![]() Th(H) / 35(,5) | 12F | Foot-sd. Face-up | ![]() ![]() ±0F | |
Long Range Throw when input ![]() Damage() is wall hit bonus. | |||||
![]() | Syuretto![]() Th(H) / 35 | 12F | Reverse Pos. Foot-sd. Face-down | ![]() ![]() ±0F | |
Long Range Throw when input ![]() | |||||
![]() | Syuretto Approach from left side Th(H) / 40 | Reverse Pos. Foot-sd. Face-down | ![]() ±0F | ||
![]() | Goshoha Approach from right side Th(H) / 40(,5) | Foot-sd. Face-up | ![]() ±0F | ||
Damage() is wall hit bonus. | |||||
![]() | Goshoha Approach from behind Th(H) / 50(,5) | Foot-sd. Face-down | disable | ||
Damage() is wall hit bonus. Wall Stun (Behind). | |||||
![]() | Hyakkigosai Hyakkishu ![]() ![]() Th(H) / 30 | 5F | Head-sd. Face-down | disable | |
Foot side/Face-Up after wall hit. |