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.
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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+22Super Combo Gauge Cost 1.
Block -3F/Hit +4F after Forcus Attack to canncel.
C
Kimon Rendan

H,H / 7,7
 -3+4+4Combo from 1st CH.
Kimon Rendan to Focus Attack

H,H,SP / 7,7
 +15+22+22Super Combo Gauge Cost 1.
Block -3F/Hit +4F after Forcus Attack to canncel.
Kimon Rentotsu

H,M / 7,20
 -17KDNKDNCombo from 1st hit.
C
Roppu Tubushi

SM / 15
15F-9±0±0
Roppu Tubushi to Focus Attack

SM,SP / 15
 +19+28+28Super 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+19SpKDNCombo 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-5KDNKDN41
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+7CForces 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+6Combo from 1st hit.
Zugaigohasatsu

M,MM / 10,5,15
 -13C+7C+7CForces 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
 -18LNCLNCCombo from 1st hit.
Can be delayed 5F.
Combo can be delayed 5F from hit.
Gokusatsu Gotenshu (2)

M,M / 10,13
 -11±0±0Combo from 1st hit.
Gokusatsu Gotenshu

M,M,M / 10,13,23
 -17KDNKDNCombo 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-16KDNKDN
Pw8F
Gokumonkai

M / 20
20F-14KDNKDN
(S3)– New move.
(Ver.4.00) - Changed the damage from 23 to 20.
CTC4F
Fukusengeki
or or FC
SM / 5
10F-5+6+6Returns to crouching.
Returns to standing when input .
TC4F
Fukusengeki to Focus Attack
or or FC
SM,SP / 5
 +16+27+27Super Combo Gauge Cost 1.
Block -2F/Hit +9F after Forcus Attack to canncel.
CTC
Fukusenshotei
or or FC
SM,SM / 5,6
 -13-2-2Returns to crouching.
Combo from 1st CH.
(S3)– Changed the damage from 8 to 6.
TC
Fukusenshotei to Focus Attack
or or FC
SM,SM,SP / 5,6
 +16+27+27Super Combo Gauge Cost 1.
Block -2F/Hit +9F after Forcus Attack to canncel.
CTC4F
Shotei
or or FC
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
or or FC
SM,SP / 6
 +11+22+22Super Combo Gauge Cost 1.
Block -7F/Hit +4F after Forcus Attack to canncel.
CTC6F
Kurubushi Kick
or or FC
L / 7(10)
15F-13-4-445
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
or or FC
L,SP / 7(10)
 +17+26+26Super Combo Gauge Cost 1.
Block -1F/Hit +8F after Forcus Attack to canncel.
TC6F
Ashibarai
or or FC
L / 20
17F-27KDNKDN
(Ver.3.30)・Changed the damage from 20 to 17.
(Ver.4.00) - Increased the range of the attack.
C
Gaikaiken

H / 12
14F-14KDNKDN46
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
 +19KDNKDNSuper Combo Gauge Cost 1.
Block +1F after Forcus Attack to canncel.
HM
Danretto

M / 18
23F-9+8KDN
・Changed to Homing attack
(Ver.4.00) - Changed the damage from 21 to 18.
Taizankyaku

L / 15
20F-13+1+1
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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
 -17KDNKDN
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+19SpKDN
Ryujinkyaku

M / 16
17F-4+7+7
HMTS
Onikubigari

H / 20
16F-5KDNKDN41
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
 -18LNCLNC
Gokusatsu Gotenshu (2)

M,M / 10,13
 -11±0±0
Gokusatsu Gotenshu

M,M,M / 10,13,23
 -17KDNKDN
Yokogeri

M / 14
12F-9+1+1
Kitotsukyaku

M / 24
19F-16KDNKDN
Pw8F
Gokumonkai

M / 20
20F-14KDNKDN
CTC4F
Fukusengeki
or or FC
SM / 5
10F-5+6+6
TC4F
Fukusengeki to Focus Attack
or or FC
SM,SP / 5
 +16+27+27
CTC
Fukusenshotei
or or FC
SM,SM / 5,6
 -13-2-2
TC
Fukusenshotei to Focus Attack
or or FC
SM,SM,SP / 5,6
 +16+27+27
CTC4F
Shotei
or or FC
SM / 6
12F-9+2+2
Shotei to Focus Attack
or or FC
SM,SP / 6
 +11+22+22
CTC6F
Kurubushi Kick
or or FC
L / 7(10)
15F-13-4-445
30
Kurubushi Kick to Focus Attack
or or FC
L,SP / 7(10)
 +17+26+26
TC6F
Ashibarai
or or FC
L / 20
17F-27KDNKDN
C
Gaikaiken

H / 12
14F-14KDNKDN46
32
Gaikaiken to Focus Attack

H,SP / 12
 +19KDNKDN
HM
Danretto

M / 18
23F-9+8KDN
Taizankyaku

L / 15
20F-13+1+1
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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
 -17KDNKDN
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+19SpKDN
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-5KDNKDN41
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
 -18LNCLNC
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
 -17KDNKDN
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-16KDNKDN
 
Pw8F
Gokumonkai

M / 20
20F-14KDNKDN
(S3)– New move.
(Ver.4.00) - Changed the damage from 23 to 20.
CTC4F
Fukusengeki
or or FC
SM / 5
10F-5+6+6
Returns to crouching.
Returns to standing when input .
TC4F
Fukusengeki to Focus Attack
or or FC
SM,SP / 5
 +16+27+27
Super Combo Gauge Cost 1.
Block -2F/Hit +9F after Forcus Attack to canncel.
CTC
Fukusenshotei
or or FC
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
or or FC
SM,SM,SP / 5,6
 +16+27+27
Super Combo Gauge Cost 1.
Block -2F/Hit +9F after Forcus Attack to canncel.
CTC4F
Shotei
or or FC
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
or or FC
SM,SP / 6
 +11+22+22
Super Combo Gauge Cost 1.
Block -7F/Hit +4F after Forcus Attack to canncel.
CTC6F
Kurubushi Kick
or or FC
L / 7(10)
15F-13-4-445
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
or or FC
L,SP / 7(10)
 +17+26+26
Super Combo Gauge Cost 1.
Block -1F/Hit +8F after Forcus Attack to canncel.
TC6F
Ashibarai
or or FC
L / 20
17F-27KDNKDN
(Ver.3.30)・Changed the damage from 20 to 17.
(Ver.4.00) - Increased the range of the attack.
C
Gaikaiken

H / 12
14F-14KDNKDN46
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
 +19KDNKDN
Super Combo Gauge Cost 1.
Block +1F after Forcus Attack to canncel.
HM
Danretto

M / 18
23F-9+8KDN
・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
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Shakunetsu Messho (1)

M / 14
15F-14-2-2
WB
Shakunetsu Messho
(must hit)
M,M / 14,20
 -13KDNKDNCombo 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 or " successfully landed.
Ganretsuzan

M / 23
20F±0+2C+2C49
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
KDNKDN
(Ver.4.00) - Changed the frame advantage when blocked from +1F to +6F.
(Ver.5.00)・Changed the opponent's behavior on block.
 Wall crush inducing guard is implemented.
TJ5F
Tenmakuretsukyaku

M / 30
26F
(5)
+4KDNKDN(Ver.5.01)・Recovery has been increased by 3F. There is no change to the frame disadvantage when blocking.
Shunjingozan
Run
L / 23
20F-24KDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Shakunetsu Messho (1)

M / 14
15F-14-2-2
WB
Shakunetsu Messho
(must hit)
M,M / 14,20
 -13KDNKDN
Ganretsuzan

M / 23
20F±0+2C+2C49
29
WG
Shunjinkaida

H / 30
16F+6
+17W
KDNKDN
TJ5F
Tenmakuretsukyaku

M / 30
26F
(5)
+4KDNKDN
Shunjingozan
Run
L / 23
20F-24KDNKDN
More Than One Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Shakunetsu Messho (1)

M / 14
15F-14-2-2
 
WB
Shakunetsu Messho
(must hit)
M,M / 14,20
 -13KDNKDN
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 or " successfully landed.
Ganretsuzan

M / 23
20F±0+2C+2C49
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
KDNKDN
(Ver.4.00) - Changed the frame advantage when blocked from +1F to +6F.
(Ver.5.00)・Changed the opponent's behavior on block.
 Wall crush inducing guard is implemented.
TJ5F
Tenmakuretsukyaku

M / 30
26F
(5)
+4KDNKDN
(Ver.5.01)・Recovery has been increased by 3F. There is no change to the frame disadvantage when blocking.
Shunjingozan
Run
L / 23
20F-24KDNKDN
 
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
C
Hijiuchi
WS
H / 12
13F-5+6+6
・Reach increased.
Hijiuchi to Focus Attack
WS
H,SP / 12
 +16+27+27Super Combo Gauge Cost 1.
Block -2F/Hit +9F after Forcus Attack to canncel.
C
Sotensho
WS
M / 17
15F-15LNCLNC49
34
Sotensho to Focus Attack
WS
M,SP / 17
 +20LNCLNCSuper Combo Gauge Cost 1.
Block +2F after Forcus Attack to canncel.
C
Totsuhizageri
WS
M / 12
13F-10+2KDN41
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+30KDN41Super 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
 -15-5CKDNForces an opponent to crouching on NH.
Combo from 1st hit.
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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-15LNCLNC49
34
Sotensho to Focus Attack
WS
M,SP / 17
 +20LNCLNC
C
Totsuhizageri
WS
M / 12
13F-10+2KDN41
28
C
Totsuhizageri
WS
M,SP / 12
 +18+30KDN41
Toe Smash
WS
M / 10
11F-9+2+2
Shizan
WS
M,M / 10,20
 -15-5CKDN
Full Crouch
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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-15LNCLNC49
34
 
Sotensho to Focus Attack
WS
M,SP / 17
 +20LNCLNC
Super Combo Gauge Cost 1.
Block +2F after Forcus Attack to canncel.
C
Totsuhizageri
WS
M / 12
13F-10+2KDN41
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+30KDN41
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
 -15-5CKDN
Forces an opponent to crouching on NH.
Combo from 1st hit.
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
TJ9F
Hijiotoshi
Vertical Jump
M / 10
7F-25-15-15Start-up 16 to 43F in actualy.
Block & Hit values are in the fastest.
TJ9F
Gokusengeki
Vertical Jump
M / 15
9F-18-8-8Start-up 18 to 43F in actualy.
Block & Hit values are in the fastest.
TJ9F
Maegeri
Vertical Jump
M / 10
7F-25-15-15Start-up 16 to 43F in actualy.
Block & Hit values are in the fastest.
TJ9F
Onikubigiri
Vertical Jump
M / 15
9F-18-8-8Start-up 18 to 43F in actualy.
Block & Hit values are in the fastest.
TJ5F
Gokuken
Forward Jump
M / 10
9F-22-11-11Start-up 14 to 38F in actualy.
Block & Hit values are in the fastest.
TJ5F
Gokugeki
Forward Jump
M / 15
9F-17-7-7Start-up 14 to 37F in actualy.
Block & Hit values are in the fastest.
TJ5F
Rakusaishu
Forward Jump
M / 10
7F-26-16-16Start-up 12 to 40F in actualy.
Block & Hit values are in the fastest.
TJ5F
Tobisokuto
Forward Jump
M / 15
7F-20-9-9Start-up 12 to 39F in actualy.
Block & Hit values are in the fastest.
Tenmakujinkyaku
Forward Jump peak
M / 14
13F±0+9C+9CForces an opponent to crouching on hit.
Start-up frame is base values.
Meaty 6F in actualy.
Include ⇧ Command
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
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
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Charging

SP / -
 55Shift to charging.
Shift to charging.
Sengeki
BT or
H / 7
10F+1+8+8Equivalent to Sengeki (), can't connect Kimon Rendan ().
High Kick
BT or
H / 12
14F-13+2+2Equivalent to High Kick ().
Shotei
BT or
SM / 6
12F-4+7+7Equivalent to Shotei ().
Ashibarai
BT or
L / 17
17F-27KDNKDNEquivalent to Ashibarai ().
(Ver.3.20)・Fixed an issue in which the move's properties differed from those of .
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Charging

SP / -
 55
Sengeki
BT or
H / 7
10F+1+8+8
High Kick
BT or
H / 12
14F-13+2+2
Shotei
BT or
SM / 6
12F-4+7+7
Ashibarai
BT or
L / 17
17F-27KDNKDN
Others
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Charging

SP / -
 55
Shift to charging.
Shift to charging.
Sengeki
BT or
H / 7
10F+1+8+8
Equivalent to Sengeki (), can't connect Kimon Rendan ().
High Kick
BT or
H / 12
14F-13+2+2
Equivalent to High Kick ().
Shotei
BT or
SM / 6
12F-4+7+7
Equivalent to Shotei ().
Ashibarai
BT or
L / 17
17F-27KDNKDN
Equivalent to Ashibarai ().
(Ver.3.20)・Fixed an issue in which the move's properties differed from those of .
Focus Attack
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Pw8F
Focus Attack Lv.1

H / 14
31F-20-8-8Hold no more than 20F.
Input or to cancel.
Enable recovery after some paticular moves for the cost 1 guage.
Pw8F
Focus Attack to Cancel
hold
SP / -
 15Recovery 15F after input .
Pw8F
Focus Attack to Cancel Back Dash
hold
SP / -
 25Recovery 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
hold
H / 20
36F-11KDNKDNStart-up frame is to hold 21 to 25F.
Start-up 11 + hold frame over 26F.
Pw8F
Focus Attack Lv.2 to Cancel
hold
H,SP / 20
 +4KDNKDN
Pw8F
Focus Attack Lv.3
max hold
UB(H) / 25
65FKDNKDNKDN
Pw8F
Focus Attack Lv.3 to Cancel
max hold
UB(H),SP / 25
 KDNKDNKDN
Focus Attack
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Pw8F
Focus Attack Lv.1

H / 14
31F-20-8-8
Pw8F
Focus Attack to Cancel
hold
SP / -
 15
Pw8F
Focus Attack to Cancel Back Dash
hold
SP / -
 25
Pw8F
Focus Attack Lv.1 to Cancel

H,SP / 14
 -5+7+7
Pw8F
Focus Attack Lv.2
hold
H / 20
36F-11KDNKDN
Pw8F
Focus Attack Lv.2 to Cancel
hold
H,SP / 20
 +4KDNKDN
Pw8F
Focus Attack Lv.3
max hold
UB(H) / 25
65FKDNKDNKDN
Pw8F
Focus Attack Lv.3 to Cancel
max hold
UB(H),SP / 25
 KDNKDNKDN
Focus Attack
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Pw8F
Focus Attack Lv.1

H / 14
31F-20-8-8
Hold no more than 20F.
Input or to cancel.
Enable recovery after some paticular moves for the cost 1 guage.
Pw8F
Focus Attack to Cancel
hold
SP / -
 15
Recovery 15F after input .
Pw8F
Focus Attack to Cancel Back Dash
hold
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
hold
H / 20
36F-11KDNKDN
Start-up frame is to hold 21 to 25F.
Start-up 11 + hold frame over 26F.
Pw8F
Focus Attack Lv.2 to Cancel
hold
H,SP / 20
 +4KDNKDN
 
Pw8F
Focus Attack Lv.3
max hold
UB(H) / 25
65FKDNKDNKDN
 
Pw8F
Focus Attack Lv.3 to Cancel
max hold
UB(H),SP / 25
 KDNKDNKDN
 
Special Move
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Gohadoken (Low)

SM / 12
19F-14-6-656
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+32Super Combo Gauge Cost 1.
Block +7F/Hit +15F after Forcus Attack to canncel.
Gohadoken (High)

SM / 12
19F-14-6-656
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+32Super Combo Gauge Cost 1.
Block +7F/Hit +15F after Forcus Attack to canncel.
Shakunetsu Hadoken (Low)

SM / 13
28F-12-4-464
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+33Super Combo Gauge Cost 1.
Block +8F after Forcus Attack to canncel.
Shakunetsu Hadoken (High)

SM*3 / 9*3
33F-1KDNKDN74
41
Easy command .
Frame values are in the case of close to.
Shakunetsu Hadoken (High) to Focus Attack

SM*3,SP / 9*3
 +41GKDNKDNSuper Combo Gauge Cost 1.
Block +24GF after Forcus Attack to canncel.
TC6F
Goshoryuken (Low)

SM / 15
10F-25LNCLNC
TC6F
Goshoryuken (Low) to Focus Attack

SM,SP / 15
 +21LNCLNCSuper Combo Gauge Cost 1.
Block +3F after Forcus Attack to canncel.
TC6F
Goshoryuken (High)

SM*3 / 6,6,20
11F-34LNCLNCInvinciblity 8F.
TC6F
Goshoryuken (High) to Focus Attack

SM,SP / 6
 +19+32+32Super 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
 +21LNCLNCSuper Combo Gauge Cost 1.
Block +3F after Forcus Attack to canncel.
TJ5F
Hyakkishu
or
SP / -
 Moving distance < .
Hyakkigoshozan
Hyakkishu ☆
L / 23
51F-24KDNKDN94
43
Hyakkigosho
Hyakkishu
H / 15
7F-1KDNKDNFastest start-up 37F in actualy.
・Recovery on whiff decreased by 8F.
Hyakkigohasatsu
Hyakkishu
M / 20
16F-9CKDNKDNForces 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+23SpFastest start-up 42F in actualy.
・Damage changed from 23 to 21.
(Ver.4.00) - Changed the damage from 21 to 17.
(Ver.5.00)・Changed the opponent's behavior on counter hit (KDN to +23SpF).
Hyakkigojin
Hyakkishu
SM / 15
14F+4G+16C+16CForces 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-15KDNKDN
Tatsumaki Zankukyaku (High)

SM,H*3 / 13,6,6,6
10F-15KDNKDN
(S3)– Changed from -14F to -15F on block.
Tatsumaki Zankukyaku (Rise)
or or or
SM / 10
13F
Zanku Hadoken
Jump or
SM / 10
17F-7+4+4Frame values are just before landing.
AirBorne Tatsumaki Zankukyaku
Jump or
SM / 10
13F+2KDNKDNFrame values are just before landing.
Ashura Senku

SP / -
 70Invinciblity 5F.
Ashura Senku (Back)

SP / -
 75Invinciblity 5F.
Special Move
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Gohadoken (Low)

SM / 12
19F-14-6-656
37
Gohadoken (Low) to Focus Attack

SM,SP / 12
 +24+32+32
Gohadoken (High)

SM / 12
19F-14-6-656
37
Gohadoken (High) to Focus Attack

SM,SP / 12
 +24+32+32
Shakunetsu Hadoken (Low)

SM / 13
28F-12-4-464
36
Shakunetsu Hadoken (Low) to Focus Attack

SM,SP / 13
 +25+33+33
Shakunetsu Hadoken (High)

SM*3 / 9*3
33F-1KDNKDN74
41
Shakunetsu Hadoken (High) to Focus Attack

SM*3,SP / 9*3
 +41GKDNKDN
TC6F
Goshoryuken (Low)

SM / 15
10F-25LNCLNC
TC6F
Goshoryuken (Low) to Focus Attack

SM,SP / 15
 +21LNCLNC
TC6F
Goshoryuken (High)

SM*3 / 6,6,20
11F-34LNCLNC
TC6F
Goshoryuken (High) to Focus Attack

SM,SP / 6
 +19+32+32
TC6F
Goshoryuken (High,2nd) to Focus Attack

SM*2,SP / 6,6
 +21LNCLNC
TJ5F
Hyakkishu
or
SP / -
 
Hyakkigoshozan
Hyakkishu ☆
L / 23
51F-24KDNKDN94
43
Hyakkigosho
Hyakkishu
H / 15
7F-1KDNKDN
Hyakkigohasatsu
Hyakkishu
M / 20
16F-9CKDNKDN
HMTS
Hyakkigosen
Hyakkishu
M / 17
14F-9+23Sp+23Sp
Hyakkigojin
Hyakkishu
SM / 15
14F+4G+16C+16C
TJ9F
Tatsumaki Zankukyaku (Low)

H / 10
15F-15KDNKDN
Tatsumaki Zankukyaku (High)

SM,H*3 / 13,6,6,6
10F-15KDNKDN
Tatsumaki Zankukyaku (Rise)
or or or
SM / 10
13F
Zanku Hadoken
Jump or
SM / 10
17F-7+4+4
AirBorne Tatsumaki Zankukyaku
Jump or
SM / 10
13F+2KDNKDN
Ashura Senku

SP / -
 70
Ashura Senku (Back)

SP / -
 75
Special Move
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Gohadoken (Low)

SM / 12
19F-14-6-656
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-14-6-656
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-12-4-464
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-1KDNKDN74
41
Easy command .
Frame values are in the case of close to.
Shakunetsu Hadoken (High) to Focus Attack

SM*3,SP / 9*3
 +41GKDNKDN
Super Combo Gauge Cost 1.
Block +24GF after Forcus Attack to canncel.
TC6F
Goshoryuken (Low)

SM / 15
10F-25LNCLNC
 
TC6F
Goshoryuken (Low) to Focus Attack

SM,SP / 15
 +21LNCLNC
Super Combo Gauge Cost 1.
Block +3F after Forcus Attack to canncel.
TC6F
Goshoryuken (High)

SM*3 / 6,6,20
11F-34LNCLNC
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
 +21LNCLNC
Super Combo Gauge Cost 1.
Block +3F after Forcus Attack to canncel.
TJ5F
Hyakkishu
or
SP / -
 
Moving distance < .
Hyakkigoshozan
Hyakkishu ☆
L / 23
51F-24KDNKDN94
43
 
Hyakkigosho
Hyakkishu
H / 15
7F-1KDNKDN
Fastest start-up 37F in actualy.
・Recovery on whiff decreased by 8F.
Hyakkigohasatsu
Hyakkishu
M / 20
16F-9CKDNKDN
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.
(Ver.5.00)・Changed the opponent's behavior on counter hit (KDN to +23SpF).
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-15KDNKDN
 
Tatsumaki Zankukyaku (High)

SM,H*3 / 13,6,6,6
10F-15KDNKDN
(S3)– Changed from -14F to -15F on block.
Tatsumaki Zankukyaku (Rise)
or or or
SM / 10
13F
 
Zanku Hadoken
Jump or
SM / 10
17F-7+4+4
Frame values are just before landing.
AirBorne Tatsumaki Zankukyaku
Jump or
SM / 10
13F+2KDNKDN
Frame values are just before landing.
Ashura Senku

SP / -
 70
Invinciblity 5F.
Ashura Senku (Back)

SP / -
 75
Invinciblity 5F.
EX Special Move
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
EX Gohadoken

SM,SM / 10,10
19F+1KDNKDNSuper Combo Gauge Cost 1.
Frame values are in the case of close to.
EX Shakunetsu Hadoken

SM*3 / 12*3
28F+9KDNKDNSuper Combo Gauge Cost 1.
Frame values are in the case of close to.
EX Goshoryuken

SM*3 / 6,6,20
11F-34LNCLNCSuper Combo Gauge Cost 1.
Invinciblity 1F.
Messatsu Goshoryu
(must hit front)
SM,Th / 6,8,9*3
 KDNSuper Combo Gauge Cost 1.
(Ver.4.00) - Changed to During hit from front .
Hyakkishu to EX Zanku Hadoken
Hyakkishu
SM,SM / 10,10
8F-22-7-7Super Combo Gauge Cost 1.
or .
(Ver.4.00) - New move.
TS
EX Tatsumaki Zankukyaku

SM * 4 / 10,10,10,20
10F-18KDNKDNSuper 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
or or
SM / 20
13F±0KDNKDNSuper Combo Gauge Cost 1.
EX Tatsumaki Zankukyaku (2nd hit)

SM / 20
 +11KDNKDNSuper Combo Gauge Cost 1.
EX Zanku Hadoken
Jump
SM,SM / 10,10
8F+20G+39+39Super Combo Gauge Cost 1.
EX AirBorne Tatsumaki Zankukyaku
Jump
SM / 20,20
13F+9KDNKDNSuper 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+20Can 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-28KDNKDNCan 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
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
EX Gohadoken

SM,SM / 10,10
19F+1KDNKDN
EX Shakunetsu Hadoken

SM*3 / 12*3
28F+9KDNKDN
EX Goshoryuken

SM*3 / 6,6,20
11F-34LNCLNC
Messatsu Goshoryu
(must hit front)
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-18KDNKDN
EX Tatsumaki Zankukyaku
or or
SM / 20
13F±0KDNKDN
EX Tatsumaki Zankukyaku (2nd hit)

SM / 20
 +11KDNKDN
EX Zanku Hadoken
Jump
SM,SM / 10,10
8F+20G+39+39
EX AirBorne Tatsumaki Zankukyaku
Jump
SM / 20,20
13F+9KDNKDN
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-28KDNKDN
EX Special Move
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
EX Gohadoken

SM,SM / 10,10
19F+1KDNKDN
Super Combo Gauge Cost 1.
Frame values are in the case of close to.
EX Shakunetsu Hadoken

SM*3 / 12*3
28F+9KDNKDN
Super Combo Gauge Cost 1.
Frame values are in the case of close to.
EX Goshoryuken

SM*3 / 6,6,20
11F-34LNCLNC
Super Combo Gauge Cost 1.
Invinciblity 1F.
Messatsu Goshoryu
(must hit front)
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.
or .
(Ver.4.00) - New move.
TS
EX Tatsumaki Zankukyaku

SM * 4 / 10,10,10,20
10F-18KDNKDN
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
or or
SM / 20
13F±0KDNKDN
Super Combo Gauge Cost 1.
EX Tatsumaki Zankukyaku (2nd hit)

SM / 20
 +11KDNKDN
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+9KDNKDN
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-28KDNKDN
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
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Messatsu Gohado

SM*5 / 20*5
9F+2KDNKDNSuper Combo Gauge Cost 2.
Super Combo
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Messatsu Gohado

SM*5 / 20*5
9F+2KDNKDN
Super Combo
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Messatsu Gohado

SM*5 / 20*5
9F+2KDNKDN
Super Combo Gauge Cost 2.
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Wrath of the Raging Demon
Rage or
Th(M) / 55
16FKDNKDNKDNGuard point 8F.
Another command or .
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
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
Wrath of the Raging Demon
Rage or
Th(M) / 55
16FKDNKDNKDN
Rage Art
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
blockNHCHtotal
rec.
NOTES
Wrath of the Raging Demon
Rage or
Th(M) / 55
16FKDNKDNKDN
Guard point 8F.
Another command or .
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
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Goshoha

Th(H) / 35(,5)
12FFoot-sd.
Face-up
or
±0F
Long Range Throw when input (start-up 15F).
Damage() is wall hit bonus.
Syuretto

Th(H) / 35
12FReverse Pos.
Foot-sd.
Face-down
or
±0F
Long Range Throw when input (start-up 15F).
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
disableDamage() is wall hit bonus.
Wall Stun (Behind).
Hyakkigosai
Hyakkishu or
Th(H) / 30
5FHead-sd.
Face-down
disableFoot side/Face-Up after wall hit.
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
Goshoha

Th(H) / 35(,5)
12FFoot-sd.
Face-up
or
±0F
Syuretto

Th(H) / 35
12FReverse Pos.
Foot-sd.
Face-down
or
±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 or
Th(H) / 30
5FHead-sd.
Face-down
disable
Throws
IMAGEICONS
MOVE NAME
INPUT
HIT LEVEL / DAMAGE
start
-up
(meaty)
After
Throw
Break
Throw
total
rec.
NOTES
Goshoha

Th(H) / 35(,5)
12FFoot-sd.
Face-up
or
±0F
Long Range Throw when input (start-up 15F).
Damage() is wall hit bonus.
Syuretto

Th(H) / 35
12FReverse Pos.
Foot-sd.
Face-down
or
±0F
Long Range Throw when input (start-up 15F).
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 or
Th(H) / 30
5FHead-sd.
Face-down
disable
Foot side/Face-Up after wall hit.

UPDATE

Ver.3.03(2019.11.11)

  • Decreased the amount the Super Combo Gauge is filled by 25%.