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  • ...mbo. Some command moves may not naturally combo from close standing C's or D's however and some of them might not cancel into special moves. Chain combo from light normal moves and canceling closing standing C's and D's into command moves are somewhat equivalent to the Gatling system of Guilt
    12 KB (2,031 words) - 16:45, 25 September 2021
  • Backstabbing - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...bk.gif]] / [[image:dn.gif]] / [[image:fd.gif]] + [[image:c.gif]] / [[image:d.gif]]
    35 KB (6,063 words) - 22:17, 7 April 2024
  • ...he opponent's responses. The A/C series are all utility moves, while the B/D series are all strikes. Great Spiral - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
    21 KB (3,365 words) - 19:09, 15 December 2023
  • ...her offense. As far as mixups go, Rush Dog (236S) has high (~S) and low (~D) followups, while Machine Gun Dog (214S) is a self-contained mixup of a hig *'''jC''' - jA but a heavy hit and even more damage. Use this version most of the time.
    6 KB (1,139 words) - 02:47, 8 March 2023
  • Silent Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Raiou Ken - in air, [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    22 KB (4,080 words) - 19:30, 17 December 2019
  • Decapitating Drop - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Flying Dragon Kick - in air, [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    17 KB (3,193 words) - 19:52, 10 September 2022
  • Ten no Tsumi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Shishi wo Kamu Honoo - close, [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
    23 KB (4,259 words) - 03:52, 22 November 2023
  • Hatchet Throw - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Sledgehammer - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    23 KB (3,813 words) - 00:59, 19 January 2024
  • Behind Slash - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Lay Spin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    17 KB (3,095 words) - 07:46, 23 January 2024
  • ...as 2C but takes twice as long to come out while leaving them standing with heavy hitstun for a confirm. Generally worse than sweep, but it has an interestin |caption2=Heavy Nanpa
    20 KB (2,834 words) - 20:13, 9 May 2021
  • Ippon Zuri Nage - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Kyoushuu Hishou Kon - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
    16 KB (2,934 words) - 20:10, 10 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. Because Yuri has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Yuri's combos from lights or heavies are the same. In the
    14 KB (2,001 words) - 00:53, 31 May 2022
  • Vertus - - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Floreal - [[image:bk.gif]] + [[image:d.gif]]
    29 KB (4,869 words) - 05:13, 6 May 2024
  • Ice Sledge - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Slider Shoot - [[image:df.gif]] + [[image:d.gif]]
    24 KB (4,091 words) - 22:20, 1 December 2023
  • * st.D's recovery is 1 frame longer, and its priority is reduced * cr.D starts up 3 frames faster and recovers 3 frames longer
    11 KB (1,975 words) - 01:01, 16 August 2023
  • Knee Strike - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ::Second Shell - [[image:fd.gif]] + [[image:d.gif]]
    25 KB (4,777 words) - 20:06, 10 September 2022
  • ...ash (Backward) - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Grand Saber - [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    21 KB (3,509 words) - 07:28, 26 November 2023
  • ...ong left right mixups. These mixups can even defeat reversal attempts. His D grab is a hard knockdown as well.</li> <li><b>Weak initial mixup</b>: His only overhead is a jump back D, which doesn't work against small crouchers, and he has no untechable grab.
    23 KB (4,114 words) - 11:05, 15 August 2023
  • ...to the options they don't stop, a prime example being to mash 2C with its heavy recovery, against someone who stepped back or rolled, when you were hoping ...moves with the strongest hitboxes and hurtboxes, standing CD and crouching D, be neutral on block and much less vulnerable to rolling. Normally, these m
    12 KB (2,198 words) - 21:25, 29 March 2023
  • ...ey'll be trapped by Ralf's beefy normals. Ralf's st.C, st.D, st.CD, and cr.D have huge range, with the former two easily catching hops. If the opponent Head Strike - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
    25 KB (4,227 words) - 23:46, 9 May 2024
  • * cl.D now has 1 frame faster startup * rdp+D now launches from 1st hit, so it will always connect as a combo
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  • ...ir Control''': Rock's air normals are very strong and cover wide ranges. j.D in particular is amazing for stuffing poor air approaches. Kokusen - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
    27 KB (4,363 words) - 03:33, 16 January 2024
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. | '''2B > 2A > 4/6B(1)''' || 65 || Heavy hitters from a light confirm. Must be somewhat close.
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  • ...who whiff early jump attacks with 2B. Run also allows him to set up his j.D cross-ups more easily since he can jump at any time during it, giving you m ...ain a nice amount of plus frames even on block, and he can quick max his j.D or j.B for a faster overhead that can still combo.
    19 KB (3,350 words) - 17:21, 17 November 2023
  • Gekirai - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Shajitsu no Odori - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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  • Flying Mare - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Drop Kick - [[image:df.gif]] + [[image:d.gif]]
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  • Single Heave-ho - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Shouran Kyaku - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    21 KB (3,865 words) - 20:18, 10 September 2022
  • :Crossing Out - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] :Designs - [[image:df.gif]] + [[image:d.gif]]
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  • * cl.A/B/C(First hit only)/D(First hit only)are cancel-able * cl.D is also a dual-edged normal but deals less damage in contrast to his cl.C
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  • Swift SHoulder Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Crescent Slash - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • Silent Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Rising Swallow - [[image:df.gif]] + [[image:d.gif]]
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  • d.B, d.B, qcf+K, d,u+K = 172 dmg<br/> j.D, s.D, dp+D = 226 dmg<br/>
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  • Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)
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  • ...on Gauge drain on attacks such as [[Samurai Shodown VI/Zankuro|Zankuro]]'s heavy slashes is reduced. Attacks do base damage when the gauge is near full and ...blocked normals is generally improved, but recovery on whiff is increased. Heavy slashes, dashing normals, many kicks, and more rewarding high/low mixup opt
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  • Scorpion Deathblow - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Dark Barrier - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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  • * Has a command cross-up kick (j.B+D) * Heavy HD combo damage scaling
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  • ...Cancel Roll, even on its delay. However, it is still possible to fall into heavy disadvantage when it is mistimed. Use this to safely get out of pressure or While in blocking incoming moves, the player can press C+D to perform the characters blowback attack out of block stun.
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  • By far the most common type of knockdown, every cr.D and almost every [[The_King_of_Fighters_2002_UM/Offense#Normal_Throws|C thr ...the game faster at the cost of losing the wake-up throw invincibility they'd have had on wake-up.
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  • Exil - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Illusion - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (In time with opponent's attack) (*)
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  • '''Spiral Leg Bomber''' - d, u + B ([2]8 + B) [25% spirit meter] ...al game. He doesn't have any jumping attacks that cross-up and his jumping heavy kick knocks down, but is punishable on block. John without meter has very f
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  • ...erhead, and both of these attacks will work in the following string: Close D > 6B > [3B/3D] > 6K > 236C | '''Anywhere''' || (EX Red Sky) 624BD > Hyper Hop j.D || [[File:EX Red Sky Safejump.webm|thumb| Immediately hyper hop forward aft
    8 KB (1,501 words) - 04:54, 3 May 2024
  • * j.D's damage has been increased * One of O.Chris' main combo tools. A nice fast two-hitting close heavy, although for combo purposes you'll be cancelling the first hit.
    15 KB (2,563 words) - 17:23, 17 November 2023
  • ...as added, and it is inputted with [[image:qcf.gif]]+[[image:c.gif]][[image:d.gif]] (236CD). It costs 1 bar to use and it refunds half a bar if it hits. ...iversal input of [[image:qcb.gif]][[image:hcf.gif]]+[[image:c.gif]][[image:d.gif]] (2141236CD).
    6 KB (1,102 words) - 13:25, 17 February 2024
  • * cl.D now has 5 frames less recovery * cl.D: Hits high up, so can be useful as a close-range anti-air.
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  • Backstabbing - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Assault Saber - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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  • cr.B, cr.B, st.B, df.B, dp+D = 227 dmg<br/> j.CD (counter), qcb+D, qcb+Bx3, qcf+A, dp+B = 522 dmg<br/>
    46 KB (7,485 words) - 13:41, 19 April 2023
  • ''Tomoe Nage'': [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] close ''Hienshippukyaku'': [[image:hcb.gif]] + [[image:b.gif]]/[[image:d.gif]] *
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  • ...Item > Break Defense > Deflect/Weapon Catch > Command Moves > A > B > C > D > E > Jump > Start ...ndard damage, while green results in a scaling damage penalty. This is how heavy slashes can deal respectable damage on their own while decent combos still
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  • A: Rugal, Lucky, Vice, Heavy D!, EX Mai, Choi, Kyo, EX Kyo, Mai, EX Ryo, King, Ryo, Daimon (run), Robert, D: Chang (roll), Chin (step dash)
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  • j.B, d.B, qcf+A, f+D, qcb+D, qcb+D (whiff), dp+A = 266 dmg<br/> j.C, d.B x2, qcf+A, f+B, dp+C, f+D = 294 dmg<br/>
    55 KB (9,468 words) - 13:47, 19 April 2023
  • Hook Buster - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Sliding - [[image:df.gif]] + [[image:d.gif]]
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  • Starlit Field - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...- in air, [[image:db.gif]] / [[image:dn.gif]] / [[image:df.gif]] + [[image:d.gif]]
    42 KB (7,955 words) - 03:59, 25 July 2023
  • Yomi e no Michi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...:hcf.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)
    24 KB (3,865 words) - 19:15, 21 January 2024
  • Front Flash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] :'''┗''' Shermie Cute - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • ...nfirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to tha Backstab - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
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  • Sliding Puncher - [[image:df.gif]] + [[image:d.gif]] Puncher Vision (Forward) - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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  • Returning from KOF XIV, the Blowback Attack (C+D) will send a grounded opponent to the wall, where they'll crumple to the gr ...to a Climax. B will be a special move. C will be a Super Special Move and D will be a MAX Super Special Move.
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  • Shadow Behead - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Heavy Knee Attack - [[image:dn.gif]] + [[image:d.gif]] (Midair Only)
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  • Makura Bomb - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Ressen Kyaku - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (Midair Only)
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  • j. C, st. D, f+A, qcb+C, qcf+P = 318 dmg<br/> j. C, cl. D, f+A, qcb+C [DC] qcb+AC, qcb+A, qcf+P = 451 dmg<br/>
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  • [[image:Bk.gif]] or [[image:Fd.gif]] + [[image:D.gif]] Sliding [[image:Df.gif]] + [[image:D.gif]]
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  • Kanyarai - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] 212 Shiki • Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
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  • Dbl-rev. Skinner - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Dark Crescent Slice - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    41 KB (7,677 words) - 19:19, 24 May 2023
  • d.Bx2, s.B, qcf+A = 140 dmg<br/> d.Bx2, s.B, f+A, qcf+A/C = 202 dmg<br/>
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  • ...d Ung Che has a unique tool in the form of sumo slaps (236S), in which the heavy version doesn't knock down but can either link into other attacks or serve *[https://seesaawiki.jp/w/givingleaf/d/%a5%ad%a5%e0%a1%a6%a5%a6%a5%f3%a5%c1%a5%a7 Seesaa wiki]
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  • =====<font style="visibility:hidden; float:right">st.D</font>===== |image=KOFIII_Takuma_st.D.png
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  • ...has a multitude of ways to shut them down. His Atemi counter throws (624B/D / 426D) have lengthy active windows, near-instant startup, and lead to hard ...ltiple times and guarantees a combo on landing, no real timing required; j.D is yet another cross-up from full jumps that leads to bigger damage combos;
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  • ...ead of punishing with combos, Hanzo can bet on his command grabs to do the heavy lifting, which may also serve as mixups in case he didn't actually get the ...enough. Another key aspect of Hanzo's movement is his teleports (421A/B/C/D), which after some delay can take him to any of the screen's four corners,
    19 KB (3,340 words) - 02:38, 9 May 2024
  • ...ark does not have a designated anti-air normal like some opponents, his st.D is an decent substitute with its great vertical range, and he also has acce Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
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  • | st.C, f+A, qcb+B~f+D, dp+C = 255 dmg |st.C, f+A, qcb+B~f+D, dp+A (SC) qcfx2+P = 367 dmg
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  • * 5D: A knee strike that serves as Moriya's go-to heavy tool for combos. * j.D: A horizontal jumping kick, can be used as an air-to-air with jump back.
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  • ...Bite DP (623A/C) as an invincible reversal and his Blackout special (236B/D) as a tricky movement option, to mix up the open-endedness of his gameplay ...mplex Combo Execution''': Since every optimal combo is also very execution-heavy, there will always be the choice between sacrificing some damage and corner
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  • Issetsu Seoi Nage: [[File:bk.gif]]/[[File:fd.gif]] + [[File:c.gif]]/[[File:d.gif]] close 88 Shiki: [[File:df.gif]] + [[File:d.gif]]
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  • ...use CD combos, in actuality you can still perform them. '''By pressing C + D + Start, you gain access to all CD combos just like in Medium and Upper Gra * 3S and 8S are light and heavy pursuit respectively.
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  • ...ose enough to your opponent for a throw to come out, and try to press C or D very close to the back input, lest you accidentally walk out of range for t ...st an opponent using Alternate Guard will cause it to whiff, and regular C/D throws as well as Proximity Unblockable moves (e.g. EX King's rdp+K) will n
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  • ...in neutral are excellent and offer high reward. His pokes are solid, his j.D is an amazing jumpin, he has numerous huge anti-air buttons, and Serpent Sl ...tral tools that are all good, but many are extremely committal and require heavy forethought before use. It can be very easy to predict a Yamazaki and punis
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  • Issestsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] 88 Shiki - [[image:df.gif]] + [[image:d.gif]]
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  • ''Oni Harite'' - [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] close ...image:bk.gif]]/[[image:dn.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] close in air
    69 KB (12,004 words) - 13:45, 19 April 2023
  • Silent Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Shien - [[image:df.gif]] + [[image:d.gif]]
    28 KB (4,799 words) - 05:55, 3 February 2024
  • ...nted normals and specials. A few of his old tools like his close crouching heavy slash, slaps and divebomb have been shifted to this new rushdown stance, fr ...of space for himself to start throwing fireballs (d236S, particularly the heavy version which deals a great amount of chip damage). Forward teleports allow
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  • ...Nage Incomplete - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]]+[[image:D.gif]] ...- ''(close)'' [[image:Hcb.gif]][[image:fd.gif]]+[[image:B.gif]] or [[image:D.gif]]
    26 KB (4,226 words) - 22:44, 16 April 2024
  • ...ith on the ground; although f.C reaches far and is super cancellable and f.D goes over lows, these are both sluggish on startup and recovery. Mary's bes ...to the light and EX versions of Straight Slicer from a simple low chain. j.D, in addition to being a great jump-in overall, also has some crossup potent
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  • ...ry often you will be able to microdash after landing it (such as after a j.D crossup) to secure a proper confirm. ...tion=Terry's basic projectile attack, it travels along the ground. As you'd expect, it's a cornerstone of Terry's zoning, and being low to the ground m
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  • ...max damage, no meter, midscreen combo. Start this combo with a hop in C or D (hard punch or hard kick). Simply doing this will get you used to hopping. ...ay, or down and pressing heavy punch or kick (Benimaru and Mai only have a heavy punch air throw) while in the air and being close to your opponent. They ha
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  • Aiki Age - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hakuzan Toh - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    27 KB (5,054 words) - 20:06, 10 September 2022
  • ...ferent angles. In exchange for having more varied air-to-airs, a crouching heavy slash which recoils on block and a fireball reflector, Tam Tam has relinqui ...me it's your best option because it's still a backdash. The removal of his heavy spin kick also means you can't use this as part of a gimmicky visual mixup,
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  • ...air and command grab in one timely button press (623S~S) and a slide (623S~D) which reaches far enough to catch some backdashes and which can also be sp *'''Scratches Back!''' - D during 623S, can be done unarmed (Samurai Drive)
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  • ...chic Attack'': [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] close ''Phoenix Arrow'': [[image:qcb.gif]] + [[image:b.gif]]/[[image:d.gif]] (air only) *
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  • ...n the game in his 2C. Unfortunately, making the most of his kit comes at a heavy price, that being a consistent reliance on 1f links no matter which mode is ...’s impossible to convert to a combo when used like this as most likely you’d be using it on the way up. A character defining normal. It can cross up but
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  • ...the air. If they roll, you can run up and poke them on their recovery with d.C's superior far range or your sweep. Remember, you can always cancel your If you're trying to get in, your best option is to jump in. You could use D crackshoot to cover the air space and its recovery isn't so bad on whiff. I
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  • Tomoe Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hien Shippuu Kyaku - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] *
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  • d = 2 = down<br> qcf = quarter circle forward (d, df, f = 236 motion)<br>
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  • Hougekiyou - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Kamuyhum Kesupu - ''(midair)'' [[image:dn.gif]] + [[image:d.gif]]
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  • Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] 212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    25 KB (3,932 words) - 17:53, 20 April 2024
  • ...most consistent combo is to juggle with Shukumei, Genei, Shinshi (236236B/D) Depending on height and screen position she can confirm into larger combo ...o full screen and is O. Shermie’s only true full screen option as even her D Kiss isn’t quite full screen. This fact alone makes it her most accessibl
    27 KB (5,115 words) - 19:52, 25 October 2023
  • ...kkyaku Nage'': [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] ''Hangetsuzan'': [[image:qcb.gif]] + [[image:b.gif]]/[[image:d.gif]] *
    81 KB (13,918 words) - 20:28, 26 August 2023
  • j.C, s.C, f+A, (qcb+C)x2 (DC) hcb+D = 342 dmg<br/> * Claw Iori is a bit more meter heavy and far more offensive-oriented than EX Iori
    62 KB (10,339 words) - 13:19, 19 April 2023
  • ...iming a standing heavy slash near or far will do the trick (your crouching heavy slash won't reach), but you may want to try landing his shoulder charge (6C ...es a very fast anti-air grab, an overhead and a fast low. All can be combo'd into and all give hard knockdowns. The anti-air grab (421A) synergises well
    16 KB (2,862 words) - 19:33, 10 July 2023
  • d.Bx3, s.B, f+A = 175 dmg<br/> j.D/d.B, d.B, d.B/s.B, dp+B, hcf+C, qcf+C = 273/235 dmg<br/>
    47 KB (8,022 words) - 18:02, 18 April 2023
  • d.B, s.B, f.A, qcb+B = 136 dmg<br/> d.B, d.A, f.A, dp+C = 148 dmg<br/>
    46 KB (7,731 words) - 13:28, 19 April 2023
  • '''State Of Nothingness''' - D+E (V) .... Causes a wall bounce and a soft knockdown. Makai Gaoh often goes for the heavy version which is a bit easier to see coming.
    7 KB (1,225 words) - 01:36, 9 June 2021
  • ...the puff can put his opponent in a juggle state and allow him to connect a heavy attack or WFT. However, tech rolling will allow his opponents to escape poi ...ighest and furthest. Additionally, he can simply fall off the wall (214[S]~D) to get a Triangle Get Off instead, which has its uses for pressing an adva
    20 KB (3,364 words) - 17:12, 28 April 2024
  • ...on screen, the following inputs must be performed: A (P1), B (P2), C (P1), D (P2). As the letter is being cut, you then have twenty frames to input Star ...e big swipe downward. Solid punish tool and recoil starter, though being a heavy slash it is still quite slow.
    15 KB (2,675 words) - 00:34, 10 January 2024
  • Issetsu Seoi Swimming - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] 88 Shiki - [[image:df.gif]] + [[image:d.gif]]
    63 KB (11,201 words) - 22:23, 30 December 2023
  • ...hing/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or cr * Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and ge
    28 KB (5,051 words) - 04:57, 1 May 2024
  • Naga Sute - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] st.D, MAX, cl.D, hcb,f+AC = 340 DMG<br/>
    25 KB (4,534 words) - 20:01, 17 December 2019
  • |caption5=Heavy Hangetsuzan |description=Heavy Hangetsuzan. This one knocks down and travels significantly farther, but is
    26 KB (4,228 words) - 19:20, 9 November 2023
  • ...a very ballsy way to end your strings given it is punishable on block. The heavy version, however, does nothing. By canceling into it after it connects and ...ossup. j.A and j.CD will cover the area in front of Ramón, while j.B and j.D will reach under him. Switch your air normals up depending on the situation
    23 KB (4,225 words) - 07:02, 21 January 2023
  • ...slides very far for a running low. Recovery starts a bit earlier than you'd expect but it still hits from pretty far away. Useful mixup tool. '''Stardust Drop''' - j(4/6)D near opponent, can be done unarmed
    19 KB (3,318 words) - 02:35, 8 March 2023
  • ...n VI/Iroha|Iroha]]'s step dash or [[Samurai Shodown VI/Suija|Suija]]'s far heavy slash which can all travel safely over your 236C and potentially hit you. Your new WFT does massive damage but it can't be combo'd into normally and your Rage duration is brief at best. IV Spirit is the way
    17 KB (3,075 words) - 00:38, 21 March 2023
  • ...invincible from the first frame and hits as an overhead, but punishable by heavy slashes on block. Essentially a riskier version of 6D. Staggers the opponen .... This is a very fast rush which reaches a screen's distance, can be combo'd from all of your regular starters and shaves off around a third of their he
    14 KB (2,502 words) - 00:25, 21 March 2023
  • *'''5C''' - A heavy punch. Pak Pak really puts his all into it. Has plenty of hitstun. '''Paku Paku-Paguna''' - 22A/B/C/D
    9 KB (1,568 words) - 02:45, 8 March 2023
  • ...- Slow anti-air swing upwards. This is special cancellable and, given its heavy hitstun, the only way Haohmaru can normally combo into WFT. ...s arc from the same position it was reflected from. This can also be combo'd into and has a visual effect where the bottle shatters, but the damage is n
    16 KB (2,891 words) - 06:15, 27 December 2023
  • *Easy to use it as a crossover after turning in air with D, but less useful for air to air *If this move is blocked, Joe is safer than you'd think, but he is still in a unfavourable position
    28 KB (4,431 words) - 19:58, 9 November 2023
  • ...effectively with fireballs and long ranged attacks, but suffers when under heavy pressure and in corners. His AB attack is among the best in the game. ...er than the C, but this move can crossup without switching directions with D. Not very useful because of its slow speed.
    23 KB (3,337 words) - 02:07, 9 June 2023
  • ''Deathblow'': [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] ...[[image:dn.gif]][[image:db.gif]][[image:bk.gif]] + [[image:b.gif]]/[[image:d.gif]] *
    61 KB (10,589 words) - 13:32, 19 April 2023
  • j.C, d.A, df+C, qcb+A =263 dmg<br/> j.D, st.D, hcb+B, (wall-slam) qcb+P = 268 dmg<br/>
    48 KB (8,538 words) - 13:49, 19 April 2023
  • *A powerful, delayed strike which is essentially a suped-up heavy slash. During the attack your character can absorb one hit of anything (eve '''State Of Nothingness/Time Slow''' - D+E
    21 KB (3,668 words) - 02:24, 9 May 2024
  • cr.B, cr.B, st.B, st.D = 153 dmg<br/> d.B, d.A, qcb+C = 144 dmg<br/>
    96 KB (17,946 words) - 06:04, 23 June 2023
  • |description=A rekka which can be combo'd into from incredibly far away. Follow up hits are performed by repeating th |input=214A/B/C/D
    36 KB (5,825 words) - 04:52, 17 April 2024
  • ...e light version is worth exploiting for its priority. Do not reversal with heavy, there is no difference in strength and if they block you're open to a much ...the hit, with the light version coming out immediately and the medium and heavy versions being able to crossover. The first and second hits will crossover,
    17 KB (2,936 words) - 17:34, 24 February 2024
  • ...olid attributes to them. In addition to having great range, his medium and heavy slashes will also explode on contact, giving them a second hit. This means ...d you recover quickly. Given its slow startup this cannot usually be combo'd into.
    16 KB (2,783 words) - 06:09, 4 May 2024
  • ...oking because that also hits low while travelling further than 2B, but the heavy recoil is pretty risky. At far range Tri-Slash ([4]6S) and Violette Lunge ( ...often against opponents trying to contest it. This attack now counts as a heavy hit.
    23 KB (3,782 words) - 00:58, 5 March 2024
  • ...n the offense with his jC, which can serve as both a ghetto anti-air and a heavy jump-in. If Kazuki is at fullscreen his only real threat is his fireball, w ...esperate punish/counter-poke if it is to be used at all. Short range for a heavy slash, only a little more than 5B, slow startup and leaves Kazuki open if i
    18 KB (3,177 words) - 00:33, 10 January 2024
  • ...f the stage with decent vertical reach to boot and deals high damage for a heavy slash. *Only the medium and heavy versions can activate Samurai Drive.
    17 KB (3,078 words) - 21:40, 2 March 2024
  • ...another great anti-air) as combo enders instead, which can be easily combo'd into from close mediums and the low-hitting confirms 2C and 6D. However, ev ...on the screen, which gives you plenty of time to not only deal damage on a heavy punish but also hit confirm into TAP. Do the math.
    16 KB (2,774 words) - 03:34, 30 December 2023
  • ...ch isn't that good. Can also segue into wolf mount via either 214D or 421S~D, as well as after knockdown from 421S~S on hit. Whiffs against short crouch *Additional mobility option near the corner if you'd rather get to ground quickly. Can get a jC out before landing, or jA for a
    28 KB (5,033 words) - 05:42, 22 January 2024
  • ...o you get it out when you need it? As explored above, it can be tiger knee'd; the trick to doing this is to use a 6239S motion. This is how you will usu ...- light for seven frames, medium for 19 and heavy for 40. Among these the heavy version is the easiest to punish, but given you will most often be using th
    21 KB (3,636 words) - 00:17, 21 March 2023
  • ...r counterhits/backhits. His light Tsubame Gaeshi (j1236A), when tiger knee'd, serves as an extremely fast punish against even blocked close mediums, as ...hase the opponent down and attempt to react to short vs long roll with 66C/D vs throw into another soft knockdown that pushes the opponent towards the c
    24 KB (4,303 words) - 02:14, 10 May 2024
  • |caption="If you did an optimal combo you'd have won" ...t's actually very useful poke since it's cancelable. It’s very quick for a heavy attack , has great range, and confirms cancels nicely into other moves to s
    26 KB (4,336 words) - 15:12, 21 March 2024
  • |caption6=Heavy Sky of Fire ...each swing Hon Fu switches sides but this is much easier to block than you'd imagine thanks to the RB2 block system. Unfortunately even on hit sometimes
    27 KB (4,246 words) - 19:13, 9 November 2023
  • ...ing two very solid ones which both cover different angles and can be combo'd into easily. Get used to how his static bubbles have been changed and you w ...ancels at a very safe range and, being a low, is immune to deflects. Deals heavy damage and may be Sogetsu's best punish option depending on what resources
    25 KB (4,192 words) - 11:13, 9 May 2024

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