Ultra Street Fighter IV/Oni

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Ultra Street Fighter IVUSFIV-Header.png
Ultra Street Fighter IV#CharactersUltra Street Fighter IV/Controls and TerminologyUltra Street Fighter IV/Basic ElementsUltra Street Fighter IV/Universal AbilitiesUltra Street Fighter IV/Game SystemsUSFIVHeaderButtons.png


Oni

SSFIV-Oni Face.jpg

By finally mastering the Satsui no Hado, the man has become consumed by it. Both his mind and soul are gone, and his body has been transformed into something that is incapable of being called human. What was once an honorable code of fighting only the strong is now a crazed desire to destroy everyone and everything in the universe. The Supreme Master of the Fist, Akuma, is dead. Now, there is only Oni, a demon in the truest sense of the word.


In a nutshell

Oni's playstyle can be considered a combination of Akuma and Gouken's. He has the chargeable fireballs and excellent normals of Gouken, with the mindgame and lengthy combo potential of Akuma. Unlike both of them, he has his own set of tools which he is very reliant upon, in the form of his Demon Slashes, Demon Palms, and Air Dashes. However, he has also inherited the one main problem both Akuma and Gouken share - his defense is very weak. His only reliable option for a reversal is the Shoryuken, and despite him having higher health than Akuma, he is also bulkier, having sub-par walk speed and a horrible backdash to boot. His Focus Attack is also tied with Balrog's for the worst in the game. Both your execution skills and your ability to read the opponent must be spot-on if you wish to ensure victory for Oni.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Crouch HK: Startup reduced by to 8 frames from 9 frames; recovery reduced to 23 frames from 24 frames
  • F + MK: Startup reduced to 11 frames from 13 frames
  • Focus Attack: Hitbox expanded horizontally
  • Gorai Hadoken: Light version total frames reduced to 52 frames from 54 frames
  • Gorai Hadoken: Medium version total frames reduced to 59 frames from 61 frames
  • Gorai Hadoken: Hard version total frames reduced to 67 frames from 69 frames
  • Sekisei Jiraiken: Medium version 1 frame of invincibility removed
  • Goshoryuken: Hard version startup invincibility reduced to frames 1-5 from frames 1-8; Strike Invincibility shifted to frames 6-7 from frames 9-10
  • Goshoryuken: All versions 1st hit can now be EX Focus Cancelled on hit or block
  • Rakan Dantojin: Light version damage reduced to 110 from 120; stun damage reduced to 130 from 150
  • EX Rakan Dantojin: On block now -9 from -10
  • Rakan Dantojin: Hard and EX versions rear Hurtbox just before the attack starts reduced to match Throwbox area
  • Meido Gohado (Anti-Ground UC1): Non-cinematic damage increased to 375 from 350; startup reduced to 9 frames from 11 frames
  • Meido Gozanku (Air UC1): Startup reduced to 11 frames from 14 frames
  • Tenchi Sokaigen (UC2): Input changed to HCB HCB + 3P from HCF HCF + 3P
  • L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Health: Reduced to 950 from 1000
  • Sekisei Jiraiken: Light version 1st frame no longer considered airborne but given Throw Invincibility
  • Goshoryuken: All versions 1st hit now causes Hard Knockdown
  • EX Goshoryuken: Bug where if only the 1st hit connects, delayed standing could not be performed fixed

(Removed from Ultra SFIV Arcade Japan)

  • Sekisei Jiraiken: Light version on block now -6 from -7
  • Sekisei Jiraiken: Medium version on block now -4 from -6


Character Specific Data

Oni

VITALS
Health: 950 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.04 Forward Dash Distance: 1.10
Back Walk Speed: 0.04 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.90
Jump Height Apex: 1.73 Back Dash Total Frames: 27
Jump Total Frames: 41 (4+37) Back Dash Invincibility: 8
Forward Jump Distance: 1.98 Back Dash Airborne: 11
Back Jump Distance 1.80 Back Dash Recovery: 8
THROWS WAKE-UP TIMING
Forward Throw Range: 0.91 Face Up Total Frames: 31
Back Throw Range: 0.91 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Toward MP, EX Sekisei Jiraiken (1st Hit) Hard Knockdowns: Crouch HK, Goshoryuken (1st Hit), EX Goshoryuken (1st Hit), Sekiei Jiraiken, EX Sekisei Jiraiken (2nd Hit)
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Tatsumaki Zankukyaku, EX Tatsumaki Zankukyaku, Rakan Dantojin, EX Rakan Dantojin, Meido Gohado (1st Hit), Tenchi Sokaigen
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Stand HP, Stand HK (1st Hit), Toward HP, Gankauchi, Target Combo 2, Gohadoken, MK/HK Tatsumaki Zankukyaku (1st Hit), LK Rakan Dantojin
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 64
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Stand LP Stand Jab.gif 30 50 20 HL ch/sp/su 3 3 5 3 7
Stand MP Stand Strong.gif 70 100 40 HL sp/su 6 4 11 0 3
Stand HP Stand Fierce.gif 100 200 60 HL sp/su 7 4 17 -3 2
Stand LK Stand Short.gif 30 50 20 HL sp/su 4 5 6 0 3
Stand MK Stand Forward.gif 40*30 50*50 40*40 HL sp/su*- 6 1*4 14 -2 1
Stand HK Stand Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(8)4 18 -4 2
Toward LP Toward Jab.gif 30 50 20 HL sp/su 4 3 6 2 5
Zugai Hasatsu Toward Strong.gif 30*50 50*50 40*20 H - 15 2(1)2 17 -5 2
Toward Fierce Toward Fierce.gif 120 200 60 HL su 12 3 18 -9 0
Toward LK Toward Short.gif 50 50 20 HL - 5 3 10 -2 1
Toward MK Toward Forward.gif 70 100 40 HL - 11 2 13 -1 2
Toward HK Toward Roundhouse.gif 100 200 60 HL - 10 2 22 -6 -2
Crouch LP Crouch Jab.gif 25 50 20 HL ch/sp/su 3 3 5 3 6
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 7 3 6
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 5 8 18 -8 -3
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 -1 2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 16 -4 -1
Crouch HK Crouch Roundhouse.gif 100 150 60 L - 8 2 23 -8 -
Ganka Uchi Left.gif+Strong.gif 60 50 40 HL sp/su 5 6 12 2 6
Target Combo 1 Right.gif+Jab.gif > Strong.gif 60 150 40 HL sp/su 6 4 11 0 3
Target Combo 2 Left.gif+Strong.gif > Fierce.gif 80 160 60 HL sp/su 7 4 17 -3 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 10 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 10 - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 8 4 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3(6)2 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 10 - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 6 7 - - -
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 7 5 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 10 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 7 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 4 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 36 -22 -22
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 -16 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 36 -22 -22
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 36 -16 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 64 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 36 -16 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Ragou Souha Forward Throw 130 150 40 0.919 - 3 2 20 - -
Shuretto Back Throw 130 120 40 0.919 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Gohadoken Gohadoken Jab.gif 60 100 10/20 HL su 13 33 Total 47 -8 -4
Gohadoken Strong.gif 60 100 10/20 HL su 13 31 35 -8 -4
Gohadoken Fierce.gif 60 100 10/20 HL su 13 28 35 -8 -4
Gohadoken (Charge) Gohadoken (Charged) 40*40 50*50 10/10*10 HL su 45 - 33 2 6
EX Gohadoken Gohadoken EX.gif 50*50 50*50 -250/0 HL su 13 - 31 4 4
Gorai Hadoken Gorai Hadoken Jab.gif 60 150 10/20 HL su 28 - 25 -5 -
Gorai Hadoken Strong.gif 60*30 100*100 10/20*20 HL su 29 - 31 -3 -
Gorai Hadoken Fierce.gif 50*50*20 100*100*50 10/20*20*20 HL su 31 - 37 12 -
EX Gorai Hadoken Gorai Hadoken EX.gif 50x3 100*100*50 -250/0 HL su 25 - 26 12 -
Zanku Hadosho Air Command Dash Jab.gif 70 100 5/40 HL - 5 4 After landing 11 - -
Air Command Dash Strong.gif 70 100 5/40 HL - 5 4 After landing 11 - -
Air Command Dash Fierce.gif 70 100 5/40 HL - 5 4 After landing 16 - -
Goshoryuken Goshoryuken Jab.gif 80*40[80*30*30] 80*60[80*60*60] 30/40*20[40*10*10] HL su 3 2*12 14 + After landing 10 -15 -
Goshoryuken Strong.gif 70*40[70*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 2*12 25 + After landing 10 -26 -
Goshoryuken Fierce.gif 80*40[80*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 4*12 28 + After landing 10 -29 -
EX Goshoryuken Goshoryuken EX.gif 100*70*80[100*50*40] 80*60*60[80*60*60] -250/0 HL su 3 4*2*10 28 + After landing 10 -27 -
Tatsumaki Hurricane Kick Short.gif 110 150 30/20 HL - 11 2(6)2 12 + After landing 8 -9 -
Hurricane Kick Forward.gif 80*50 100*50 30/20*10 HL su*-*- 5 2(5)2(5)2(5)1 16 + After landing 12 -22 -
Hurricane Kick Roundhouse.gif 80*40*40 100*50*50 30/20*10*10 HL su*-(x3) 5 2(4)2(5)1(5)1(5)1(5)1 13 + After landing 8 -13 -
EX Tatsumaki Hurricane Kick EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 -1 -
Air Tatsumaki Air Hurricane Short.gif 70 50 10/30 HL - 9 2(6)2(6)2 After landing 10 - -
Air Hurricane Forward.gif 60*60 50*50 10/30*30 HL - 7 2(6)2(6)2 After landing 10 - -
Air Hurricane Roundhouse.gif 80*80 50*50 10/30*30 HL - 7 2(6)2(6)2 After landing 10 - -
EX Air Tatsumaki Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 Afer landing 4 - -
Air Tatsumaki Followup Air Tatsumaki Followup 140 200 -250/0 HL - 7 2(2)2(2)2(2)2(2)2 After landing 22 - -
Sekisei Jiraiken Ground Pound Short.gif 130 150 30/30 HL su 18 7 21 -7 -
Ground Pound Forward.gif 100 150 30/30 HL su 18 7 20 -6 -
Ground Pound Roundhouse.gif 140[90] 150 30/30 HL su 30 11 15 -1 -
EX Sekisei Jiraiken Ground Pound EX.gif 80*90 100*100 -250/0 H*HL -*su 23 4*3 29 -9 -
Rakan Dantojin Demon Slash Short.gif 120 150 20/60 HL su 17 2 25 -2 1
Demon Slash Forward.gif 120 200 20/60 HL su 30 2 25 -4 -
Demon Slash Roundhouse.gif 120[100] 150 20/60 HL su 28~34 2 25 -8 -
EX Rakan Dantojin Demon Slash EX.gif 100[80] 100 -250/0 HL su 29~34 2 31 -9 -
Raging Demon Super Combo 370 0 -1000/0 1 - 1+0 36 13 - -
Air Raging Demon Air Super Combo 350 0 -1000/0 1 - 1+0 30 32 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Meido Gohado Ultra Combo 1 (punches) 45x7*60[450] 0 0/0 HL - 0+9 1(1) until edge of screen 86 -3 -
Anti-Air Meido Gohado Ultra Combo 1 (kicks) 45x7*60 0 0/0 - - 0+9 - 84 - -
Air Meido Gohado Ultra Combo 1 (air) 45x7*60 0 0/0 HL - 0+11[4] - After landing 51 -25 -
Tenchi Sokaigen Ultra Combo 2 38x7[525] 0 0/0 HL - 0+9 2*3x7 48 -30 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

Standing Normals

  Name Nickname Command Notes
File:Example.png

Stand LP

Stand Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand MP

Stand Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand HP

Stand Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand LK

Stand Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand MK

Stand Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand HK

Stand Roundhouse Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Toward Normals

  Name Nickname Command Notes
File:Example.png

Toward LP

Toward Jab F.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Toward MP

Overhead F.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Toward HP

Toward Fierce F.png + Hp.png Cancels out Projectiles

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Toward LK

Toward Short F.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Toward MK

Toward Forward F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Toward HK

Toward Roundhouse F.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:Example.png

Gankauchi

Gut Punch B.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 1

Target Combo 1 F.png + Lp.png ---.png Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 2

Target Combo 2 B.png + Mp.png ---.png Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Ragou Souha

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Shuretto

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Gohadoken

Fireball Qcf.png + P.png Ex.png Hold P.png to charge

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Gohadoken (Charge) Fireball (Charge)

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Gorai Hadoken

Electric Fireball Hcb.png + P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Zanku Hadosho

Air Command Dash (in air) Qcb.png + P.png Lp.png air dashes forward, Mp.png bounces Oni Upward.png and slight forward, Hp.png air dashes backward

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Goshoryuken

Uppercut Dp.png + P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Tatsumaki Zankukyaku

Hurricane Kick Qcb.png + K.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Airborne Tatsumaki Zankukyaku

Air Hurricane (in air) Qcb.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Airborne Tatsumaki Zankukyaku Followup

Air Tatsumaki Followup (in air) Qcb.png + K.png after Zanku Hadosho Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Sekisei Jiraiken

Ground Pound Dp.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Rakan Dantojin

Demon Slash Hcf.png + K.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:Example.png

Raging Demon

Super Combo Lp.png Lp.png F.png Lk.png Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Air Raging Demon

Air Super Combo (in air) Lp.png Lp.png F.png Lk.png Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:Example.png

Meido Gohado

Ultra Combo I Qcf.png Qcf.png + 3p.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Anti-Air Meido Gohado Anti-air Ultra Combo I Qcf.png Qcf.png + 3k.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Air Meido Gohado

Air Ultra Combo I (in air) Qcf.png Qcf.png + 3p.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Tenchi Sokaigen

Ultra Combo II Qcb.png Qcb.png + 3p.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni (self)

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Stand LP Stand Jab.gif 30 50 20 HL ch/sp/su 3 3 5 10 3 7 11 15 Reset Reset - - - - - - -
Stand MP Stand Strong.gif 70 100 40 HL sp/su 6 4 11 20 0 3 15 18 Reset Reset - - - - - - -
Stand HP Stand Fierce.gif 100 200 60 HL sp/su 7 4 17 27 -3 2 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Stand LK Stand Short.gif 30 50 20 HL sp/su 4 5 6 14 0 3 11 14 Reset Reset - - - - - - -
Stand MK Stand Forward.gif 40*30 50*50 40*40 HL sp/su*- 6 1*4 14 24 -2 1 16 19 Reset Reset - - - - - - -
Stand HK Stand Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(8)4 18 37 -4 2 18 24 Forces stand Forces stand Reset Reset - - - - - - -
Toward LP Toward Jab.gif 30 50 20 HL sp/su 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Zugai Hasatsu Toward Strong.gif 30*50 50*50 40*20 H - 15 2(1)2 17 36 -5 2 14 21 Reset Reset - - - - - - -
Toward Fierce Toward Fierce.gif 120 200 60 HL su 12 3 18 32 -9 0 12 21 X Reset Reset - - - - - - -
Toward LK Toward Short.gif 50 50 20 HL - 5 3 10 17 -2 1 11 14 Reset Reset - - - - - - -
Toward MK Toward Forward.gif 70 100 40 HL - 11 2 13 25 -1 2 14 17 Reset Reset - - - - - - -
Toward HK Toward Roundhouse.gif 100 200 60 HL - 10 2 22 33 -6 -2 18 22 Soft Knockdown Soft Knockdown - - - - - - JP: 1
Crouch LP Crouch Jab.gif 25 50 20 HL ch/sp/su 3 3 5 10 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 7 15 3 6 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 5 8 18 30 -8 -3 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 -1 2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 16 23 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 150 60 L - 8 2 23 32 -8 - 17 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Ganka Uchi Left.gif+Strong.gif 60 50 40 HL sp/su 5 6 12 22 2 6 20 24 Reset Reset - - - - - - JP: 1
Target Combo 1 Right.gif+Jab.gif > Strong.gif 60 150 40 HL sp/su 6 4 11 20 0 3 Reset Reset - - - - - - -
Target Combo 2 Left.gif+Strong.gif > Fierce.gif 80 160 60 HL sp/su 7 4 17 27 -3 2 Cannot hit crouching Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 10 - 14 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 10 - 16 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~6F - - JP: 1
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 8 4 - 11 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3(6)2 - 16 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 10 - 14 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 7 5 - 11 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 10 - 13 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~5F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 36 58 -22 -22 16 16 Range: 2.051 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 66 -16 - 22 - Range: 2.051 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 - - - - Range: 2.051, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~63F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 36 58 -22 -22 16 16 Range: 2.051, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 36 66 -16 - 22 - Range: 2.051, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 64 2 35 100 - - - - Range: 2.051, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 36 58 -16 - 22 - Range: 2.051, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ragou Souha Forward Throw 130 150 40 0.919 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Shuretto Back Throw 130 120 40 0.919 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Gohadoken Gohadoken Jab.gif 60 100 10/20 HL su 13 33 35 47 -8 -4 - - 18~19F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken Strong.gif 60 100 10/20 HL su 13 31 35 47 -8 -4 - - 18~19F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken Fierce.gif 60 100 10/20 HL su 13 28 35 47 -8 -4 - - 18~19F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken (Charge) Gohadoken (Charged) 40*40 50*50 10/10*10 HL su 45 - 33 77 2 6 - - 62~63F cancelable X Soft Knockdown Soft Knockdown - - - - - - JP: 0*1
EX Gohadoken Gohadoken EX.gif 50*50 50*50 -250/0 HL su 13 - 31 43 4 4 - - 16~17F cancelable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Gorai Hadoken Gorai Hadoken Jab.gif 60 150 10/20 HL su 28 - 25 52 -5 - - - 30~31F cancelable X Soft Knockdown Soft Knockdown - - - - - - JP: 1
Gorai Hadoken Strong.gif 60*30 100*100 10/20*20 HL su 29 - 31 59 -3 - - - 31~32F cancelable X Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Gorai Hadoken Fierce.gif 50*50*20 100*100*50 10/20*20*20 HL su 31 - 37 67 12 - - - 33~34F cancelable X Soft Knockdown Soft Knockdown - - - - - - JP: 1*1*2, JI: 1*0*2
EX Gorai Hadoken Gorai Hadoken EX.gif 50x3 100*100*50 -250/0 HL su 25 - 26 50 12 - - - 27~28f cancelable, opponent gains 10x3 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 1*1*2, JI: 1*0*2
Zanku Hadosho Air Command Dash Jab.gif 70 100 5/40 HL - 5 4 After landing 11 19 - - - - Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 5F until landing X Soft Knockdown Soft Knockdown - - - - - - JP: 1
Air Command Dash Strong.gif 70 100 5/40 HL - 5 4 After landing 11 19 - - - - Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 6F until landing X Soft Knockdown Soft Knockdown - - - - - - JP: 1
Air Command Dash Fierce.gif 70 100 5/40 HL - 5 4 After landing 16 24 - - - - Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 5F until landing X Soft Knockdown Soft Knockdown - - - - - - JP: 1
Goshoryuken Goshoryuken Jab.gif 80*40[80*30*30] 80*60[80*60*60] 30/40*20[40*10*10] HL su 3 2*12 14 + After landing 10 40 -15 - 21 - "If 1st hit connects then full animation plays, 1st and 2nd hits of full

animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property"

[1st Hit]: Hard Knockdown, [2nd Hit]: Soft Knockdown [1st Hit]: Hard Knockdown, [2nd Hit]: Soft Knockdown [1st Hit]: Hard Knockdown, [2nd Hit]: Soft Knockdown [1st Hit]: Hard Knockdown, [2nd Hit]: Soft Knockdown - - Lower body: 1~16F - 1~4F 5f~ JP: 0*1
Goshoryuken Strong.gif 70*40[70*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 2*12 25 + After landing 10 51 -26 - 21 - "If 1st hit connects then full animation plays, 1st and 2nd hits of full

animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property"

- All: 1~4F Lower body: 5~16F - - 5F~ JP: 0*1
Goshoryuken Fierce.gif 80*40[80*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 4*12 28 + After landing 10 56 -29 - 21 - If 1st hit connects then full animation plays, 1st and 2nd hits of full animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property - All: 1~5F All: 6~7F, Lower body: 11~18F - - 8F~ JP: 0*1
EX Goshoryuken Goshoryuken EX.gif 100*70*80[100*50*40] 80*60*60[80*60*60] -250/0 HL su 3 4*2*10 28 + After landing 10 56 -27 - 21 - If 1st hit connects then full animation plays, [] represents full hit property, opponent gains 20*10x2 meter on full animation hit, 20*5x2 on partial - All: 1~18F - - - 8F~ JP: 0*2*2
Tatsumaki Hurricane Kick Short.gif 110 150 30/20 HL - 11 2(6)2 12 + After landing 8 40 -9 - - - 2nd hit backwards facing, cannot hit crouching X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20F - 7F~ -
Hurricane Kick Forward.gif 80*50 100*50 30/20*10 HL su*-*- 5 2(5)2(5)2(5)1 16 + After landing 12 54 -22 - - - 3rd hit backwards facing, 2nd~4th hits cannot hit crouching X [1st Hit]: Forces stand, [2nd~4th Hit]: Soft Knockdown [1st Hit]: Forces stand, [2nd~4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 5~6F Lower body: 7~26F - 7F~ JP: 1*2x3
Hurricane Kick Roundhouse.gif 80*40*40 100*50*50 30/20*10*10 HL su*-(x3) 5 2(4)2(5)1(5)1(5)1(5)1 13 + After landing 8 57 -13 - - - 3rd and 5th hit backwards facing, 2nd~6th hit cannot hit crouching X [1st Hit]: Forces stand, [2nd~6th Hit]: Soft Knockdown [1st Hit]: Forces stand, [2nd~6th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 5~6f Lower body: 7~36f - 7F~ JP: 0*1*2x3
EX Tatsumaki Hurricane Kick EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 48 -1 - - - 2nd and 4th hit backwards facing, opponent gains 10x5 meter on hit X [1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown [1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27F - 5F~ JP: 5x5
Air Tatsumaki Air Hurricane Short.gif 70 50 10/30 HL - 9 2(6)2(6)2 After landing 10 - - - - - Height requirement: 0.5, 2nd hit backwards facing, builds 20x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - -
Air Hurricane Forward.gif 60*60 50*50 10/30*30 HL - 7 2(6)2(6)2 After landing 10 - - - - - Height requirement: 0.5, 2nd hit backwards facing, builds 20x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*0*1
Air Hurricane Roundhouse.gif 80*80 50*50 10/30*30 HL - 7 2(6)2(6)2 After landing 10 - - - - - Height requirement 0.5, 2nd hit backwards facing, builds 20x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*0*1
EX Air Tatsumaki Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 Afer landing 4 - - - - - Height requirement: 0.25, 2nd and 4th hit backwards facing, opponent gains 10x5 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*1*2*3*4
Air Tatsumaki Followup Air Tatsumaki Followup 140 200 -250/0 HL - 7 2(2)2(2)2(2)2(2)2 After landing 22 - - - - - Height requirement: 0.25, opponent gains 30 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Sekisei Jiraiken Ground Pound Short.gif 130 150 30/30 HL su 18 7 21 45 -7 - - - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1F 2~21F JP: 1
Ground Pound Forward.gif 100 150 30/30 HL su 18 7 20 44 -6 - - - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 2~21F JP: 2
Ground Pound Roundhouse.gif 140[90] 150 30/30 HL su 30 11 15 55 -1 - - - [] value represents if hit from a distance 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown - - - - - 4~33F -
EX Sekisei Jiraiken Ground Pound EX.gif 80*90 100*100 -250/0 H*HL -*su 23 4*3 29 58 -9 - - - - All: 1F - - - 2~26F JP: 1*2
Rakan Dantojin Demon Slash Short.gif 120 150 20/60 HL su 17 2 25 43 -2 1 - - Free Juggle Free Juggle - - - - - - -
Demon Slash Forward.gif 120 200 20/60 HL su 30 2 25 56 -4 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 10~28F - - JS: 99
Demon Slash Roundhouse.gif 120[100] 150 20/60 HL su 28~34 2 25 88 -8 - - - Hitbox active on contact with opponent, can hit cross up, value in [] is if hit as cross up, cancellable only from a front hit, can pass through opponent 22~30F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JS: 99
EX Rakan Dantojin Demon Slash EX.gif 100[80] 100 -250/0 HL su 29~34 2 31 95 -9 - - - Hitbox active on contact with opponent, can pass through opponent 18~30F can hit cross up, value in [ ] is if hit as cross up, opponent gains 30 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All:1~34F - - On front hit JP: 1
- -
Raging Demon Super Combo 370 0 -1000/0 1 - 1+0 36 13 49 - - - - All normals can be canceled into Raging Demon at any point, opponent gains 20x15 meter on hit X Hard Knockdown - - - - All: 1~2F - - - - -
Air Raging Demon Air Super Combo 350 0 -1000/0 1 - 1+0 30 32 62 - - - - Height requirement: 0.2, cannot hit grounded, all air normals can be canceled into Air Raging Demon at any point, opponent gains 20x15 meter on hit - - Hard Knockdown Hard Knockdown - All: 1~6F - - - - JP: 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Meido Gohado Ultra Combo 1 (punches) 45x7*60[450] 0 0/0 HL - 0+9 1(1) until edge of screen 86 94 -3 - - - 1st active frame triggers animation if connected, 1st active frame counts as Strike and not Projectile, [] is for full animation, opponent gains 10x7*30 meter on full animation hit, 10x8 on partial animation X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12F - - - - JP:0*7x7*8, JI:1*0x7*8
Anti-Air Meido Gohado Ultra Combo 1 (kicks) 45x7*60 0 0/0 - - 0+9 - 84 92 - - Cannot hit grounded X - - Hard Knockdown Hard Knockdown - All: 1~10F - - - - JP:0*7x7*8, JI:1*0x7*8
Air Meido Gohado Ultra Combo 1 (air) 45x7*60 0 0/0 HL - 0+11[4] - After landing 51 - -25 - - - Height requirement: 0.3, when canceled from Zanku Hadosho height requirement: 0.2, [] is for when canceled from Zanku Hadosho X 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5F - - - - JP:0*7x7*8, JI:1*0x7*8
Tenchi Sokaigen Ultra Combo 2 38x7[525] 0 0/0 HL - 0+9 2*3x7 48 79 -30 - - - 1~2F trigger animation on hit, [] is for full animation, 1st hit does 0 chip damage, opponent gains 100x2 meter on full animation hit, 10x7 on partial animation hit X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12F - - - - JP:0*5~11 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: