Ultra Street Fighter IV/Rolento

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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


Rolento

SSFIV-Rolento Face.jpg

After the fall of Mad Gear, Rolento had only one goal in mind: a military utopia. His next target is S.I.N., which he intends to take by force. For Rolento, there is no such thing as pity or mercy.


In a nutshell

TBW


Ultra SFIV Changes

(New to Ultra SFIV Console Digital Release)

  • Close MK: Startup reduced to 5 frames from 6 frames; attack recognition range slightly increased
  • Stand MP: Active Frames reduced by to 3 frames from 6 frames
  • Stand MK: Hurtbox at the feet reduced
  • Crouch MK: Startup reduced to 5 frames from 6 frames; on hit now 0 from -2
  • Neutral Jump HP: Active Frames reduced to 4 frames from 6 frames
  • Diagonal Jump HP: Active Frames reduced to 3 frames from 6 frames
  • Focus Attack: Active Frames reduced to 2 frames from 4 frames
  • Stinger: All versions earliest timing for knife throw now earlier
  • EX Stinger: Damage reduced to 90 (30x3) from 120 (40x3)
  • Patriot Circle: Light version on block now -3 from -2
  • Patriot Circle: Medium version 3rd rep Super Meter gain reduced to 6 from 12
  • EX Patriot Circle: Startup invincibility time removed; damage increased to 100 total from 70 total
  • Mekong Delta Attack: Pushback on block reduced by half; on hit or block can now be canceled into Super or EX Focus Attack
  • EX Mekong Delta Attack: On block now -10 from -2
  • EX Mekong Delta Air Raid: Frames 1-10 changed from fully invincibile to only Projectile Invincibile; on hit now +8 from +5; on block now -3 from 0;
  • EX Mekong Delta Air Raid: Pushbox added to Rolento, less likely to fly past the opponent at very close range
  • EX Mekong Delta Escape: Descent trajectory can now be controlled with directional input
  • Mine Sweeper (SC): Damage increased to 350 from 300
  • Take No Prisoners (UC2): Startup increased to 7 frames from 6 frames


Character Specific Data

Rolento

VITALS
Health: 1000 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.035 Forward Dash Distance: 1.592 [1.39]
Back Walk Speed: 0.03 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.823
Jump Height Apex: 1.768 Back Dash Total Frames: 27
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 10
Back Jump Distance 1.925 Back Dash Recovery: 9
THROWS WAKE-UP TIMING
Forward Throw Range: 0.895 Face Up Total Frames: 31
Back Throw Range: 0.96 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Trick Rod, Mekong Delta Air Raid, EX Mekong Delta Air Raid Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Mekong Delta Air Raid, EX Mekong Delta Air Raid, Mekong Delta Attack (Roll), EX Mekong Delta Attack (Roll)
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Patriot Circle, Patriot Circle Part 2, Mekong Delta Attack Followup
Level 2 Focus Startup Frames: 28
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
Close LP Close Jab.gif 30 50 20 HL sp/su 4 2 6 3 6
Close MP Close Strong.gif 60 100 40 HL sp/su 5 7 13 -6 -3
Close HP Close Fierce.gif 90[100] 200 60 HL sp/su 6 8 15 -5 0
Close LK Close Short.gif 30 50 20 HL sp/su 3 6 4 1 4
Close MK Close Forward.gif 70 100 40 HL sp/su 5 6 6 2 5
Close HK Close Roundhouse.gif 90 150 60 HL - 6 4 12 2 6
Far LP Far Jab.gif 30 50 20 HL sp/su 4 2 6 4 7
Far MP Far Strong.gif 70 100 40 HL - 6 5 9 0 3
Far HP Far Fierce.gif 70*50 150*50 30*30 HL - 8 2*3 23 -8 -4
Far LK Far Short.gif 30 50 20 HL - 4 3 5 3 6
Far MK Far Forward.gif 80 100 40 HL - 8 5 11 -2 1
Far HK Far Roundhouse.gif 130 200 60 HL - 6 4 15 -1 3
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 4 2 7 2 5
Crouch MP Crouch Strong.gif 20*20*30 20*20*60 10*10*20 HL - 8 2*2*5 5 4 6
Crouch HP Crouch Fierce.gif 100 200 60 HL - 11 4 15 -9 -4
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 4 5 0 3
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 5 3 16 -4 -1
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 10 7 22 -8 -
Trick Rod Overhead 70 100 40 H - 17 4 9 + After landing 3 -5 -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 40 50 20 H - 4 3 - - -
Neutral Jump MP Neutral Jump Strong.gif 20*20*40 20*20*60 10*10*20 H*HL*HL - 5 2*2*8 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 7 4 - - -
Angle Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 3 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 3 7 - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 6 6 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 4 - - -
Spike Rod Spike Rod 60 50 30 HL - 6 Until Ground 9 Airborne - -
Spike Rod (Bounce) Spike Rod (Bounce) - - - - - - - 28 + After Landing 7 - -
Trick Landing (Forward) Trick Landing (Forward) - - - - - - - 24 + After landing 8 - -
Trick Landing (Neutral) Trick Landing (Neutral) - - - - - - - 30 + After landing 8 - -
Trick Landing (Backward) Trick Landing (Backward) - - - - - - - 31 + After landing 8 - -
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 90 150 40 HL - 17+11 2 36 -16 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 64 2 34 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 36 -22 -22
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 17+11 2 36 -16 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 64 2 34 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 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
Colonel Carrier Forward Throw 130 100 30 0.895 - 3 2 20 - -
Deadly Package Back Throw 130 100 30 0.96 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Stinger Jump Stinger Jump Short.gif - - - - - - - 46 + After landing 6 - -
Stinger Jump Forward.gif - - - - - - - 48 + After landing 6 - -
Stinger Jump Roundhouse.gif - - - - - - - 53 + After landing 6 - -
EX Stinger Jump Stinger Jump EX.gif - - -250/0 - - - - 22 + After landing 6 - -
Stinger Stinger 50 50 18/20 HL - 9+16 - Until Ground + After landing 7 11 19
EX Stinger EX Stinger EX.gif 30x3 50x3 -250/0 HL - 9+9 - Until Ground + After landing 7 3 -
Patriot Circle Patriot Circle Jab.gif 10*10*20 10*10*20 12/6x3 HL -*-*su 14 2*3*5 22 -3 1
Patriot Circle Strong.gif 10*10*20 10*10*20 12/6x3 HL -*-*su 16 2*3*5 24 -4 -1
Patriot Circle Fierce.gif 10*10*20 10*10*20 12/6x3 HL -*-*su 18 2*3*5 26 -6 -3
Patriot Circle Part 2 Patriot Circle (2) 10*10*20 10*10*20 6/6x3 HL -*-*su 14 2*2*5 26 -6 -3
Patriot Circle Part 3 Patriot Circle (3) 20*20*40 20*20*40 6/6*6*10 HL -*-*su 15 3*3*7 31 -22 -
EX Patriot Circle Patriot Circle EX.gif 15x6*10 10x7 -250/0 HL -x6*su 12 3*2*2*3*3*3*3 21 -7 -
Mekong Delta Air Raid (Roll) Mekong Delta Air Raid rollJab.gif - - - - - - - 22 - -
Mekong Delta Air Raid roll Strong.gif - - - - - - - 36 - -
Mekong Delta Air Raid roll Fierce.gif - - - - - - - 46 - -
EX Mekong Delta Air Raid (Roll) Mekong Delta Air Raid roll EX.gif - - -250/0 - - - - 45 - -
Mekong Delta Air Raid Mekong Delta Air Raid 90 150 6/40 H - 6+30 3 After Landing 11 3 11
EX Mekong Delta Air Raid Mekong Delta Air Raid EX.gif 90 150 -250/0 H - 6+20 4 After Landing 13 -5 8
Mekong Delta Attack Mekong Delta Attack Backflip - - - - - - - 26 + After landing 9F - -
Mekong Delta Attack (Roll) Mekong Delta Attack Jab.gif 120 200 10/30 HL su 28+3 14 10 -8 2
Mekong Delta Attack Strong.gif 120 200 10/30 HL su 28+3 14 10 -8 2
Mekong Delta Attack Fierce.gif 120 200 10/30 HL su 28+3 16 9 -8 2
EX Mekong Delta Attack (Roll) Mekong Delta Attack EX.gif 30x4*80 30x4*100 -250/0 HL - 28+3 6*3*5*5*5 10 -5 -
Mekong Delta Escape Mekong Delta Escape - - 0/0 - - 32F to wall Wall jump occurs on 33F After Landing 9 - -
EX Mekong Delta Escape EX Mekong Delta Escape - - -250/0 - - 32F to wall Wall jump occurs on 33F After Landing 9 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Mine Sweeper Super Combo 50x3*200 0 -1000/0 HL - 1+7 11*16*17*19 29 -19 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Patriot Sweeper Ultra Combo 1 15x7*45*15x2*210*30 0 0/0 HL - 0+7 2*2*2(13)2*2*2*2(25)2*3*3*3 39 -19 -
Take No Prisoners Ultra Combo 2 300*180 0 0/0 HL - 0+7 14 43 -18 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HK

Far Roundhouse 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)


Jumping Normals

  Name Nickname Command Notes
File:Example.png

Jump LP

Jump Jab (in air) Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump MP

Jump Strong (in air) Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump HP

Jump Fierce (in air) Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump LK

Jump Short (in air) Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump MK

Jump Forward (in air) Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump HK

Jump Roundhouse (in air) Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:Example.png

Trick Rod

Overhead F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Spike Rod

Pogo (in air) D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Trick Landing

Pogo Bounce (when landing from a jump) 3k.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

Colonel Carrier

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

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Deadly Package

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

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Stinger

Stinger Dp.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stinger Follow Up

Knives P.png or K.png Perform during Stinger

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Mekong Delta Attack

Back Hop 3p.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Mekong Delta Attack Followup

Roll Attack P.png Ex.png Perform when landing from Mekong Delta Attack

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Mekong Delta Air Raid

Back Roll Qcb.png + P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Mekong Delta Air Raid Follow Up

Spring Attack P.png Perform during Mekong Delta Air Raid

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Mekong Delta Escape

Wall Jump Qcb.png + K.png Ex.png Arc coming off the wall is fixed, but can perform any Normal Jump Attack on way down

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Patriot Circle

Batons Qcf.png + P.png Ex.png Perform during Mekong Delta Air Raid

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Patriot Circle Part 2

Batons Part 2 Qcf.png + P.png Performed after Patriot Circle

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Patriot Circle Part 3

Batons Part 3 Qcf.png + P.png Performed after Patriot Circle Part 2

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:Example.png

Mine Sweeper

Super Combo Qcb.png Qcb.png + P.png

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:Example.png

Patriot Sweeper

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

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Take No Prisoners

Ultra Combo II Qcf.png Qcf.png + 3k.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 The biggest tool against Adon is standing roundhouse. It stuffs his heavy jaguar tooth in its face and beats out his standing roundhouse in speed. Use it liberally and Adon will never get in.

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

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento (self)

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
Close LP Close Jab.gif 30 50 20 HL sp/su 4 2 6 10 3 6 10 13 Reset Reset - - - - - - -
Close MP Close Strong.gif 60 100 40 HL sp/su 5 7 13 24 -6 -3 14 17 Only 1st active frame special/super cancelable Reset Reset - - - - - - -
Close HP Close Fierce.gif 90[100] 200 60 HL sp/su 6 8 15 28 -5 0 18 23 [] refers to active frames 3~8F [1~2F]: Forces stand [1~2F]: Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL sp/su 3 6 4 12 1 4 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 5 6 6 16 2 5 11 14 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 90 150 60 HL - 6 4 12 21 2 6 17 21 Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL sp/su 4 2 6 11 4 7 12 15 Reset Reset - - - - - - -
Far MP Far Strong.gif 70 100 40 HL - 6 5 9 19 0 3 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 70*50 150*50 30*30 HL - 8 2*3 23 35 -8 -4 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL - 4 3 5 11 3 6 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 8 5 11 23 -2 1 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 130 200 60 HL - 6 4 15 24 -1 3 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 4 2 7 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 20*20*30 20*20*60 10*10*20 HL - 8 2*2*5 5 21 4 6 14 16 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL - 11 4 15 29 -9 -4 10 15 Forces Stand Forces Stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 4 5 12 0 3 9 12 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 5 3 16 23 -4 -1 15 18 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 10 7 22 38 -8 - 21 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Trick Rod Overhead 70 100 40 H - 17 4 9 + After landing 3 32 -5 -2 11 14 Reset Reset - - - - - 4F~ 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
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 4 3 - 9 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 20*20*40 20*20*60 10*10*20 H*HL*HL - 5 2*2*8 - 16 - - [1st~2nd Hit]: Soft Knockdown, [3rd Hit]: Reset [1st~2nd Hit]: Soft Knockdown, [3rd Hit]: Reset - - - - - - JP: 0*1*2
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 7 4 - 10 - - Reset Reset - - - - - - -
Angle Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 3 - 8 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 3 7 - 13 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 6 6 - 11 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 4 - 9 - - Reset Reset - - - - - - -
Spike Rod Spike Rod 60 50 30 HL - 6 Until Ground 9 Airborne 6 - - 9F airborne recovery after reaching ground level, Can input a direction to choose which direction to cancel into Spike Rod (Bounce), if no direction is chosen bounce is automatically performed in direction of original jump, Pressing Forward performs a forward bounce, backwards performs a backwards bounce, and pressing Up will perform a neutral bounce Reset Reset - - - - - - -
Spike Rod (Bounce) Spike Rod (Bounce) - - - - - - - 28 + After Landing 7 6 - - 5F~ can cancel into Angle Jump normal attacks except for Spike Rod, 7F recovery upon landing if no attack input otherwise 4F grounded recovery, forward bounce distance traveled: 1.28, backward bounce distance traveled: 1.199 Reset Reset - - - - - - -
Trick Landing (Forward) Trick Landing (Forward) - - - - - - - 24 + After landing 8 32 - - Distance traveled: 2.446 - - - - - - - - - - -
Trick Landing (Neutral) Trick Landing (Neutral) - - - - - - - 30 + After landing 8 38 - - - - - - - - - - - - -
Trick Landing (Backward) Trick Landing (Backward) - - - - - - - 31 + After landing 8 39 - - Distance traveled: 2.08 - - - - - - - - - - -
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 59 -22 -22 16 16 Range: 2.068 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 17+11 2 36 65 -16 - 22 - Range: 2.068 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 64 2 34 103 - - - - Range: 2.153, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~67F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 36 59 -22 -22 16 16 Range: 2.068, 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 - 17+11 2 36 65 -16 - 22 - Range: 2.068, 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 225 200 -500/0 - - 64 2 34 99 - - - - Range: 2.153, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~68F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 36 59 -16 - 22 - Range: 2.068, 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
Colonel Carrier Forward Throw 130 100 30 0.895 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Deadly Package Back Throw 130 100 30 0.96 - 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
Stinger Jump Stinger Jump Short.gif - - - - - - - 46 + After landing 6 47 - - - - 9F~ can cancel into Stinger - - - - - - - All: 1~29F - 12F~ -
Stinger Jump Forward.gif - - - - - - - 48 + After landing 6 47 - - - - 9F~ can cancel into Stinger - - - - - - - All: 1~29F - 12F~ -
Stinger Jump Roundhouse.gif - - - - - - - 53 + After landing 6 47 - - - - 9F~ can cancel into Stinger - - - - - - - All: 1~29F - 12F~ -
EX Stinger Jump Stinger Jump EX.gif - - -250/0 - - - - 22 + After landing 6 47 - - - - 9F~ can cancel into EX Stinger - - - - - - - All: 1~22F - 6F~ -
Stinger Stinger 50 50 18/20 HL - 9+16 - Until Ground + After landing 7 - 11 19 - - Strike attack, can be deflected by other strikes or a projectile. Free Juggle Free Juggle - - - - - - JP: 3
EX Stinger EX Stinger EX.gif 30x3 50x3 -250/0 HL - 9+9 - Until Ground + After landing 7 - 3 - - - Strike attack, can be deflected by other strikes or a projectile, opponent gains 10x3 meter on hit, 2x3 on block Free Juggle Free Juggle Free Juggle Free Juggle - - - All: Until ground - - JP: 3x3
Patriot Circle Patriot Circle Jab.gif 10*10*20 10*10*20 12/6x3 HL -*-*su 14 2*3*5 22 45 -3 1 24 28 25F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 1*0*3
Patriot Circle Strong.gif 10*10*20 10*10*20 12/6x3 HL -*-*su 16 2*3*5 24 49 -4 -1 25 28 25F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 1*0*3
Patriot Circle Fierce.gif 10*10*20 10*10*20 12/6x3 HL -*-*su 18 2*3*5 26 53 -6 -3 25 28 25F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 1*0*3
Patriot Circle Part 2 Patriot Circle (2) 10*10*20 10*10*20 6/6x3 HL -*-*su 14 2*2*5 26 48 -6 -3 25 28 24F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 5*0*5
Patriot Circle Part 3 Patriot Circle (3) 20*20*40 20*20*40 6/6*6*10 HL -*-*su 15 3*3*7 31 58 -22 - 16 - [3rd Hit]: Soft Knockdown [3rd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 10*0*10
EX Patriot Circle Patriot Circle EX.gif 15x6*10 10x7 -250/0 HL -x6*su 12 3*2*2*3*3*3*3 21 51 -7 - 17 - Opponent gains 3x6*5 meter on hit, 1x7 on block [7th Hit]: Free Juggle [7th Hit]: Free Juggle Free Juggle Free Juggle - - - - - - JP: 6x7
Mekong Delta Air Raid (Roll) Mekong Delta Air Raid rollJab.gif - - - - - - - 22 22 - - - - - - - - - - - - - - -
Mekong Delta Air Raid roll Strong.gif - - - - - - - 36 36 - - - - - - - - - - - - - - -
Mekong Delta Air Raid roll Fierce.gif - - - - - - - 46 46 - - - - - - - - - - - - - - -
EX Mekong Delta Air Raid (Roll) Mekong Delta Air Raid roll EX.gif - - -250/0 - - - - 45 45 - - - - - - - - - - All: 1~10F All: 1~39F - - -
Mekong Delta Air Raid Mekong Delta Air Raid 90 150 6/40 H - 6+30 3 After Landing 11 49 3 11 17 25 X Soft Knockdown Soft Knockdown - - - - - 7F~ JP: 3
EX Mekong Delta Air Raid Mekong Delta Air Raid EX.gif 90 150 -250/0 H - 6+20 4 After Landing 13 42 -5 8 12 25 Opponent gains 20 meter on hit, 15 on block X Free Juggle Free Juggle - - - All: 1~19F - 5F~ JP: 3
Mekong Delta Attack Mekong Delta Attack Backflip - - - - - - - 26 + After landing 9F 35 - - - - 28~29F can cancel into Mekong Delta Attack (Roll) - - - - - All: 1~11F - - - 12F~ -
Mekong Delta Attack (Roll) Mekong Delta Attack Jab.gif 120 200 10/30 HL su 28+3 14 10 54 -8 2 - - X Free Juggle Free Juggle - - - All: 1~26F - - JP: 3
Mekong Delta Attack Strong.gif 120 200 10/30 HL su 28+3 14 10 54 -8 2 - - X Free Juggle Free Juggle - - - All: 1~26F - - JP: 3
Mekong Delta Attack Fierce.gif 120 200 10/30 HL su 28+3 16 9 53 -8 2 - - X Free Juggle Free Juggle - - - All: 1~27F - - JP: 3
EX Mekong Delta Attack (Roll) Mekong Delta Attack EX.gif 30x4*80 30x4*100 -250/0 HL - 28+3 6*3*5*5*5 10 64 -5 - - - Opponent gains 10x5 meter on hit X Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - JP: 1*2*3*4*5
Mekong Delta Escape Mekong Delta Escape - - 0/0 - - 32F to wall Wall jump occurs on 33F After Landing 9 - - - - - 10F~ After wall jump: can cancel into angle jump normals, 9F grounded recovery upon landing if no attack input, otherwise 4F grounded recovery - - - - - - - - - 12F~ -
EX Mekong Delta Escape EX Mekong Delta Escape - - -250/0 - - 32F to wall Wall jump occurs on 33F After Landing 9 - - - - - 10F~ After wall jump: can cancel into angle jump normals, 9F grounded recovery upon landing if no attack input, otherwise 4F grounded recovery, distance traveled can be controlled - - - - - - - - - 12F~ -
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
Mine Sweeper Super Combo 50x3*200 0 -1000/0 HL - 1+7 11*16*17*19 29 93 -19 - 29 - Opponent gains 20x4 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP:1*2*3*4
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
Patriot Sweeper Ultra Combo 1 15x7*45*15x2*210*30 0 0/0 HL - 0+7 2*2*2(13)2*2*2*2(25)2*3*3*3 39 108 -19 - 23 - Opponent gains 3x7*20*3x2*0x2 meter on hit X [10th Hit]: Hard Knockdown [10th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 4*4*4*5~12 sequentially
Take No Prisoners Ultra Combo 2 300*180 0 0/0 HL - 0+7 14 43 63 -18 - 39 - Cannot hit airborne, opponent gains 0 meter on hit, 10 on block, does not cause chip damage X Hard Knockdown 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


Notes: