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  • #REDIRECT [[The King of Fighters '98 UMFE/Heavy D!]]
    52 bytes (9 words) - 15:41, 14 November 2020
  • Dancing Beat - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] when close Blast Upper - [[image:qcf.gif]] [[image:uf.gif]] + [[image:b.gif]] / [[image:d.gif]]
    3 KB (325 words) - 19:16, 8 August 2023
  • | description =Heavy D! is an extremely fast and damaging boxer who has some pretty great mixups a * Added 236236K: Heavy D! has all his moves automatically enhanced with the Shadow effect for the du
    12 KB (2,148 words) - 19:38, 30 October 2023
  • {{MoveData-KOF94 | character = Heavy D! | moveId = HeavyD_cla {{MoveData-KOF94 | character = Heavy D! | moveId = HeavyD_clb
    9 KB (1,002 words) - 16:59, 26 July 2023

Page text matches

  • #REDIRECT [[The King of Fighters '98 UMFE/Heavy D!]]
    52 bytes (9 words) - 15:41, 14 November 2020
  • {{MoveData-KOF94 | character = Heavy D! | moveId = HeavyD_cla {{MoveData-KOF94 | character = Heavy D! | moveId = HeavyD_clb
    9 KB (1,002 words) - 16:59, 26 July 2023
  • Four Buttons: A, B, C, and D A (press) = Heavy Punch
    2 KB (317 words) - 02:31, 27 June 2023
  • down (d) '''5B''' - Heavy Slash
    2 KB (396 words) - 05:46, 20 September 2022
  • Pressing the E button while blocking will have Marco counter with st.D, and he will then tag out. '''Heavy Machine Gun''': f,hcf+A/C
    2 KB (214 words) - 17:31, 16 August 2022
  • Dancing Beat - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] when close Blast Upper - [[image:qcf.gif]] [[image:uf.gif]] + [[image:b.gif]] / [[image:d.gif]]
    3 KB (325 words) - 19:16, 8 August 2023
  • '''D''' = Strong Kick '''K''' = Either Light Kick or Heavy Kick
    3 KB (530 words) - 20:37, 27 May 2021
  • * Good Enough: Joe, Brian, Heavy D!, Yuri, Kensou, Mai * C: Brian, Heavy D!, Clark, Ralf, Joe
    3 KB (474 words) - 02:27, 25 July 2023
  • Light Heavy Item down (d)
    2 KB (252 words) - 13:23, 30 May 2019
  • * cl.A/B/C/D are all cancelable, cl.C only after the 2nd hit and cl.B/D on either hit. ...comes out slow enough to not combo after jump-ins or even another grounded heavy into AC Tactical Step, and whiffs on crouchers. The 2nd hit does not hit ov
    4 KB (678 words) - 13:18, 26 August 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. | '''j. B/ j. D > Far A''' || 63 to 93 || 60 to 100 || 6.5% to 9.5% || Far A /cl. A is the
    8 KB (1,218 words) - 04:37, 4 January 2024
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    10 KB (1,416 words) - 13:37, 18 April 2024
  • B = Heavy Slash f + B = Very Heavy Slash
    5 KB (879 words) - 09:04, 12 September 2022
  • * Back throw > 2C (1) xx Charge D * n.5B or front hit 2C (1) xx Charge D
    2 KB (357 words) - 21:09, 12 June 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    11 KB (1,711 words) - 20:37, 29 October 2023
  • | description =Heavy D! is an extremely fast and damaging boxer who has some pretty great mixups a * Added 236236K: Heavy D! has all his moves automatically enhanced with the Shadow effect for the du
    12 KB (2,148 words) - 19:38, 30 October 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    6 KB (905 words) - 03:27, 30 January 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    6 KB (913 words) - 20:56, 18 April 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    8 KB (980 words) - 04:55, 5 January 2024
  • Reverse Leg Launcher - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Eight Hermit Blast - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    15 KB (2,521 words) - 20:12, 10 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    12 KB (1,702 words) - 21:57, 23 March 2024
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    9 KB (1,098 words) - 02:11, 12 January 2024
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    7 KB (1,042 words) - 10:21, 3 December 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    10 KB (1,336 words) - 19:06, 2 February 2024
  • ===Heavy Starters=== | cl.D > 6A || 122 || Most damaging starter, but slow. Use after a deep jump-in or
    16 KB (2,105 words) - 16:58, 11 December 2023
  • Kubikiri Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hien Senpuu Kyaku - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    13 KB (2,193 words) - 19:30, 17 December 2019
  • *(+4F) - Andy, Heavy D! * QCB+D - Hitbox made taller so it hits crouching opponents as well. Less recovery
    12 KB (2,121 words) - 00:17, 1 December 2022
  • ===Heavy Starters=== | cl.A > A > A > D || 325 || || 2 || || Anywhere|| Rush combo ending in a Max super
    8 KB (1,007 words) - 22:43, 24 March 2024
  • * cl.A/B/C/D are cancel-able. * cl.C & cl. D can connection properly after Benimaru's jumpin attacks
    4 KB (706 words) - 21:51, 18 November 2021
  • Backlash - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Metal Massacre - [[image:qcb.gif]] + [[image:b.gif]] or [[image:d.gif]] ('''*''')
    13 KB (2,227 words) - 19:27, 17 December 2019
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    14 KB (2,200 words) - 04:14, 14 December 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    11 KB (1,336 words) - 21:57, 30 September 2023
  • 4 5 6 A B C D :*'''C''' = Heavy Slash
    4 KB (636 words) - 06:27, 12 June 2023
  • ===Heavy Starters=== | '''cl.D > 6A''' || 137 || Standard heavy starter consistent after jump ins. cl.C can be used too.
    11 KB (1,485 words) - 07:16, 13 May 2022
  • | cl.A/2A, cl.C/5C || 91 || Light confirm into heavy link. Be aware of conversions where you get 5C instead of cl.C ===Heavy Starters===
    4 KB (581 words) - 05:47, 10 August 2023
  • Kakaekomi Nage (Backward) - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Genei Shiranui - (air) [[image:dn.gif]] + [[image:d.gif]]
    15 KB (2,771 words) - 19:25, 17 December 2019
  • ...halved; the recovery frames have been increased by 2/2f/12f/23f for A/B/C/D versions, respectively * d,d+P/K now hits overhead and knocks down on hit
    10 KB (1,760 words) - 20:13, 25 September 2022
  • ===Heavy Starters=== | '''j.D > cl.C > 6A''' || 176 || Standard jump-in starter.
    6 KB (845 words) - 19:46, 21 April 2024
  • * cl. A/C/D are cancel-able. *cl. D has two hits, the second of which must be blocked high.
    8 KB (1,598 words) - 16:30, 15 August 2022
  • Front Suplex - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Flying Drill - [[image:dn.gif]] + [[image:d.gif]] (in the air)
    16 KB (2,698 words) - 03:39, 20 April 2020
  • *'''C''' = Heavy Slash *'''D''' = Kick
    3 KB (575 words) - 03:12, 20 January 2024
  • Sakkyaku Swimming - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Haki Kyaku - [[image:dn.gif]][[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]
    16 KB (3,126 words) - 20:58, 11 August 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    7 KB (952 words) - 18:46, 26 December 2023
  • Sakkyaku Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hangetsuzan - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    18 KB (3,424 words) - 19:32, 17 December 2019
  • Psychic Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Psycho Teleport - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
    14 KB (2,389 words) - 20:09, 10 September 2022
  • ===Heavy D!=== <div style="font-weight:bold;line-height:1.6;">Heavy D Matches</div>
    38 KB (6,146 words) - 02:14, 12 December 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    11 KB (1,512 words) - 21:35, 3 January 2024
  • Hien Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...gif]] or [[image:c.gif]] ] - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    14 KB (2,511 words) - 20:35, 16 February 2021
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ...> cl.A > cl.B > 5A || 86/101 || Point blank roll-throw OS confirm (hide a heavy with cl.A)
    9 KB (1,277 words) - 03:17, 14 December 2023
  • Backstabbing - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Assault Saber - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    13 KB (2,233 words) - 20:10, 17 December 2019
  • * j.D's priority has been reduced * hcb+D now has 7 frames less startup, so it can connect from lights
    8 KB (1,486 words) - 20:51, 25 September 2022
  • ===Heavy Starters=== | '''cl.5C > 6A''' || 122 || Standard heavy starter, 2nd hit of cl.5C can be canceled if needed (usually range).
    11 KB (1,389 words) - 08:18, 21 March 2024
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    13 KB (1,952 words) - 00:03, 21 July 2023
  • * cl.D: Two-hitting normal. Good for combos since it has fast startup. Cancelable * st.D: Another long-range poke. Has a large amount of low invincibility. Very saf
    8 KB (1,331 words) - 20:14, 25 September 2022
  • Seoi Nage Huu - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Tiger Crack - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    17 KB (3,077 words) - 03:38, 20 April 2020
  • Goodbye Chicken - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Sky Anchor - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    13 KB (2,284 words) - 12:08, 22 November 2019
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    6 KB (751 words) - 07:29, 18 September 2023
  • * st.D has ''13'' frames less startup * b~f+P has more startup and less recovery, and the heavy version travels faster
    10 KB (1,779 words) - 21:51, 27 October 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starter===
    20 KB (2,193 words) - 10:35, 10 December 2023
  • Front Suplex - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...- in air, [[image:db.gif]] / [[image:dn.gif]] / [[image:df.gif]] + [[image:d.gif]]
    18 KB (3,116 words) - 13:31, 21 February 2024
  • Blinding Mercy - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] :::┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)
    21 KB (3,301 words) - 05:12, 13 April 2024
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    12 KB (1,555 words) - 17:24, 29 April 2022
  • ===Heavy Starters=== | cl.D || 80 || Stronger but has a shorter activation range than cl.C.
    15 KB (1,967 words) - 19:22, 31 May 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ...cally not a '''Light Starter''', but the routes are often distinct from '''Heavy Starter''' combos.
    13 KB (1,641 words) - 11:56, 31 March 2023
  • ===Heavy Starters=== | cl.A > A > A > D || || 2 || Rush combo ending in a Max super
    4 KB (605 words) - 00:56, 29 April 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    17 KB (2,130 words) - 14:22, 18 April 2024
  • Circular Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Body Snatcher - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
    15 KB (2,776 words) - 19:58, 10 September 2022
  • Zarina Ton - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Spinning Petal - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    15 KB (2,688 words) - 11:57, 20 November 2019
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    7 KB (922 words) - 00:58, 30 May 2022
  • Hougekiyou - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Amube Yatoro - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    15 KB (2,632 words) - 19:32, 17 December 2019
  • ...Seoi Nage Fukanzen - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...Shiki: Kototsuki Mikansei - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    18 KB (3,228 words) - 20:00, 10 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    16 KB (2,453 words) - 23:22, 27 October 2022
  • ===Heavy Starters=== | '''2C''' || 70 || Standard heavy starter. Reliable even at range and can work from jump-ins.
    36 KB (5,713 words) - 18:07, 1 June 2022
  • Hook Buster - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Sliding - [[image:df.gif]] + [[image:d.gif]]
    12 KB (2,151 words) - 20:16, 17 February 2022
  • Makura Bomb - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Ressen Kyaku - in air, [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    13 KB (2,234 words) - 12:01, 20 November 2019
  • Kubikiri Nage - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hien Ryuujin Kyaku - in air, [[image:df.gif]] + [[image:b.gif]] / [[image:d.gif]]
    22 KB (4,305 words) - 18:08, 26 September 2022
  • Belly Smash - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] :::┗'''Command Moves''' [[image:d.gif]]
    12 KB (1,955 words) - 12:02, 20 November 2019
  • Gyaku Ashi Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Uron Kouchuu - [[image:df.gif]] + [[image:d.gif]]
    11 KB (1,781 words) - 19:39, 17 December 2019
  • * st.D now has 11 frames less recovery and does more damage * cr.D now has 5 frames less startup
    11 KB (2,005 words) - 20:24, 25 September 2022
  • * Useful for charging d~u attacks like Terry's Rising Tackle while advancing. '''Mid-Air Turn''' - While high jumping, press D
    8 KB (1,424 words) - 11:37, 20 December 2021
  • Hook Buster - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Sliding - [[image:df.gif]] + [[image:d.gif]]
    23 KB (4,056 words) - 04:07, 30 November 2023
  • Houbien - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Bienkyu (Forward) - air OK [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    13 KB (2,185 words) - 00:00, 27 May 2020
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    15 KB (2,052 words) - 12:31, 18 May 2023
  • * hcf+D damage increased from 20 to 26 * cl.D: A bit slower than cl.C. Cancelable.
    9 KB (1,548 words) - 20:17, 25 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    13 KB (1,835 words) - 03:57, 14 January 2024
  • Zujou Sashi - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...briefly [[image:dn.gif]] then [[image:uf.gif]] + [[image:b.gif]] / [[image:d.gif]] *
    14 KB (2,490 words) - 20:01, 17 December 2019
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    21 KB (3,038 words) - 22:30, 2 October 2023
  • Nage Ippon seoi - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hien Shippukyaku - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    9 KB (1,499 words) - 20:29, 10 September 2022
  • Rekka - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hangetsuzan - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    18 KB (2,736 words) - 17:50, 20 February 2024
  • * cr.D now has 3 frames less startup * j.D's hitbox has been increased in size, now easier to crossup
    10 KB (1,782 words) - 20:28, 25 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ...counted as one for the purposes of not cluttering this page with unique cl.D > 2A routes in every category.
    16 KB (2,398 words) - 20:37, 24 September 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    9 KB (1,310 words) - 01:55, 30 October 2023
  • Uwate Swimming - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Nodowa - [[image:df.gif]] + [[image:c.gif]], [[image:d.gif]]
    21 KB (3,771 words) - 19:40, 10 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    17 KB (2,084 words) - 18:32, 3 June 2022
  • ====close D==== | name = close D
    32 KB (3,116 words) - 04:07, 25 December 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    16 KB (2,176 words) - 02:35, 5 January 2024
  • Ippon Tsuri Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Kyoushuu Hishou Kon - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    15 KB (2,807 words) - 03:39, 20 April 2020
  • Paula Hip - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Bootie Bootie - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    14 KB (2,173 words) - 06:15, 24 December 2023
  • [[image:c.gif]] - Heavy Punch [[image:d.gif]] - Heavy Kick
    12 KB (2,056 words) - 21:00, 12 March 2024
  • Sakkyaku Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hangetsuzan - in air, [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    21 KB (3,889 words) - 12:04, 20 November 2019
  • Leona Crash (Backward) - [[image:bk.gif]] / ;[[image:fd.gif]] + [[image:d.gif]] Earring Bomb - [[image:qcb.gif]] [[image:b.gif]] / [[image:d.gif]] *
    18 KB (3,355 words) - 22:47, 25 November 2019
  • * st.D has 6 frames less startup * hcf+K can now be canceled on hit or block into his d,d+K stance
    12 KB (2,256 words) - 20:13, 25 September 2022
  • Zed - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...e:dp.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]]
    16 KB (2,828 words) - 20:02, 10 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    16 KB (2,201 words) - 20:19, 9 February 2023
  • * cl.A/B/C/D are cancel-able. * cl.D does not hit low despite the animation and doing so in most of Ryo's other
    9 KB (1,719 words) - 23:21, 19 August 2022
  • Swirling Undertow - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] High Tide - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    13 KB (1,970 words) - 01:14, 9 April 2024
  • ...cials are usable at any point during a dash (e.g Robert can use his j.214B/D during his hop dashes, and Chin can use any of his specials during his grou * Linking into heavy punches (and light punches, albeit pointless) is the easiest - release ABC
    8 KB (1,370 words) - 14:30, 2 October 2023
  • * st.D's startup reduced by 2 frames * cr.D's startup reduced by 4 frames
    11 KB (1,993 words) - 20:11, 25 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
    18 KB (2,436 words) - 08:13, 18 May 2023
  • ===Heavy Starters=== | j.C > cl.5D > 6A || 200 || Heavy only with a jump in, j.C can cross up so if it does use cl.5C.
    14 KB (1,865 words) - 21:38, 18 July 2023
  • * j.d+A now hits overhead * cl.D can now be canceled
    8 KB (1,454 words) - 20:20, 25 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. | 2B > 2A/5A > 6A || 65 || Light confirm into 6A. Allows Iori to go into his heavy starter combos, but can whiff at further distances.
    17 KB (2,376 words) - 16:11, 21 August 2023
  • * cl.D: Slower than cl.C, but has long-reaching second hitbox. Cancelable only on * st.D: A big long poke. Large recovery makes it quite risky. Useful as an occasio
    12 KB (2,069 words) - 15:35, 13 January 2024
  • * cl.D: Two-hitting close normal. Has a lot of startup and is less safe than cl.C, * st.D: Slow poke with a lot of recovery, but it has a lot of low invincibility.
    15 KB (2,677 words) - 15:09, 19 February 2023
  • * Far D now starts up 4 frames faster * j.D now has reduced priority
    14 KB (2,071 words) - 20:47, 25 September 2022
  • * j.d+C can no longer be done during a step dash * cl.D: Worse cl.C. Has more range than cl.C, but it being CLOSE button, that does
    12 KB (2,065 words) - 17:17, 12 March 2023
  • * qcf+D now has less recovery ...above EX King, so it can be used as a close-range anti-air. For combos, cl.D is the better choice. Whiffs on tiny crouchers.
    14 KB (2,619 words) - 17:34, 10 August 2023
  • ===Heavy Starters=== | cl.D || 80 || Most damaging starter but slower than cl.C
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  • Leg throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Slash Kick - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
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  • - EX Kyo is able to do Mu-Shiki, R.E.D Kick in the air, & Hikigane standalone, where Normal Kyo cannot - One of Normal Kyo's j.D attacks is used as EX Kyo's j.E animation, meaning they have different j.E
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  • * j.D's priority has been reduced ...by 4 frames, and now has 1 frame less recovery; A version now combos from heavy normals
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  • ===Heavy Starters=== | cl.A > A > A > D || || || 2 || || Anywhere|| Rush combo ending in a Max super
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  • Shadow Behead - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Heavy Knee Attack - in air, [[image:dn.gif]] + [[image:d.gif]]
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  • ...vy/Strong), S(Special), Throw, Guard, Dream Finish (Will be referred to as D for ease), and Tag. * Almost every character can pop the opponent into the air with a close Heavy attack that can be jump cancelled to follow it up. The exceptions to this a
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  • Joe Special 2 - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Tiger Kick - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
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  • Issetsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] 88 Shiki - [[image:df.gif]] + [[image:d.gif]]
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  • !cl.D(1) !cl.D(2)
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  • * st.D's recovery is 6 frames shorter * cr.D's recovery is 5 frames shorter
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  • ===Heavy Starters=== ...Light Starter''' combo and it may be more optimal in some situations. A '''Heavy Starter''' combo will do 58 more damage and generate .06 more meter than a
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  • ...p of 214C is now 3 frames longer, and you can no longer combo into it from heavy normals * cl.D: Same as cl.C, really. Same damage. Activates from further away but comes o
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  • Fisherman Buster - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • Dust Shoot - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] The &bull; Pleasure - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] *
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  • ...qcf+B, CD (IDK if its air or ground) then follow up with qcf + A or qcb + D *Her straight jump D kick is good for air to air attacks.
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  • Ice Sledge - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Ray Spin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] *
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  • * Far D is a decent substitute mid height poke vs characters who punish 236A consis * Neutral hop D is great for walling off space with little commitment.
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  • Drop Bomb - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] M-19 Blitz Cannon - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] *
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  • ...iles, so he's not helpless against zoners despite his larger size and poke-heavy gameplay. He also has a good selection of mixup tools for when he feels lik * cl.C: Your main heavy combo button. Fast and has a high hitbox, so it can catch jumpers. Cancelab
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  • Head Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...r - charge [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • Buster Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Power Dunk - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • * 5D: Quick knee as Kaede's primary heavy button for combos. * j.D: Alright jump-in, best option for air-to-air. Difficult cross-up that you c
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  • * cl.D now does more damage * st.D now has 5 frames less startup
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  • Aerial Drop - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hunting Air - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • Hatchet Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Sledgehammer - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. | '''2B > 2A > 6A''' || 65 || Low light confirm that allows for 'Heavy Starter' Combos. Fairly consistent, though you must be fast on the 6A input
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  • Wrap-around Slam - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Sonic Split - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • President Toss - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Gigantic Back Press - [[image:hcb.gif]] + [[image:d.gif]]
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  • * cl.A/B/C/D are cancel-able. ...go-to heavy for combos, being faster than and doing the same damage as cl.D.
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  • * cl.C: Your go-to heavy button for combos. Cancelable. * cl.D: A two-hitting normal. Comes out fairly fast, but is not cancelable, so its
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  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. | '''2B > 2A > 6A''' || 65 || Low light confirm that allows for 'Heavy Starter' Combos. Fairly consistent, though you must be fast on the 6A input
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  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
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  • ...l simply say '''Starter''', while showing damage from her bolded Light and Heavy Starters below. ===Heavy Starters===
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  • * d~u+P is now stable and all hits will connect on hit * cl.C: Your main heavy combo starter. Cancelable.
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  • Clinch Puncher - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...Vision - [[image:qcb.gif]] / [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • Aerial Leg Throw - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...ter Vision • Front - in air, [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
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  • * st.D now does less damage * rdp+K now does less damage, the D version no longer has invincibility, and it now has more recovery
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  • * j.D has reduced priority * cl.C: One of Daimon's main heavy combo buttons. It comes out fast and can be inputted as 63214C to buffer a
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  • * df+D damage has been reduced, you can now cancel the raw version * dp+P will now connect consistently from second hit of cl.D
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  • Knee Strike - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] :Second Shell - (after Ein Trigger) [[image:fd.gif]] + [[image:d.gif]]
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  • Issetsu Seoi Nage - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] 88 Shiki - [[image:df.gif]] + [[image:d.gif]]
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  • Kubikiri Nage - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hien Senpuu Kyaku - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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  • :Bakkonsai - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] :Nessa Senpuu - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    12 KB (1,923 words) - 00:25, 18 November 2023
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
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  • ...for his DP), and the return of his Power Dunk (623K[K]) leaping punch, the heavy variant being armored so he can muscle through zoning attempts. Terry's lig ...P) or heavy Power Charge (426D) from a distance, and his Crack Shoot (214B/D), which ranges from -2 to -1 on block, allowing him to launch a frightening
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  • *[https://docs.google.com/spreadsheets/d/100XfeqQCZB7uaeg9DJ3yWIIu6lHLbhdhs7B8b8eWRpY/edit#gid=1291216465 Frame Data *[[/Heavy D!|Heavy D!]]
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  • Headwind Slash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Rice Wine Whack - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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  • | Normal (A, D) || 100% + 1 || 1 || 0 | Special (Heavy) || 100% + 1 || 3 || 3
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  • Uwate Nage (Backward) - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] :┗Harite (Otori) -[[image:d.gif]]
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  • Gyaku Ashi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Kaitenteki Kutotsuken - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • * cl.C: Your go-to heavy button for combos. Cancelable. * cl.D: A two-hitting normal. Comes out fairly fast, but is not cancelable, so its
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  • Geketsu Zuki - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hishou Kyaku - in air, [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • Viktor Throw - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Climbing Arrow - [[image:df.gif]] + [[image:d.gif]]
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  • * j.qcb+D got5 frames less recovery * st.D got 4 frames less startup and the low invincibility now starts at frame 2
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  • Ryokuchi Kouen - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Fukupo Gosentai - [[image:df.gif]] + [[image:d.gif]]
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  • 88 Shiki - Press down-forward + D R.E.D. Kick - RDP + B or D
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  • Aerial Drop - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Carry Off Kick - [[image:df.gif]] + [[image:d.gif]]
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  • | description = *Iori's main heavy combo button. Hits higher up, so it can catch close-range jump-outs. Cancel *Iori's main combo special. The light version combos from lights and the heavy version from heavies.
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  • ...rap after an empty jump. The sheer versatility of cr.B's is one reason you'd usually default to block crouching but remember that the opponent is aware ...s, their motions may vary but they are usually slides done with df+B or df+D. As opposed to standing overhead command normals that lose their overhead p
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  • Chou - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...eep) [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] ] press [[image:d.gif]]
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  • * st.D now has fewer startup frames * cl.D: Knee to the midsection. Safer and more useful than cl.C. Cancelable.
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  • Viktor Throw - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...e briefly [[image:bk.gif]] then [[image:fd.gif]] + [[image:b.gif]]/[[image:d.gif]] (*)
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  • ...r but with Plasma Factor thrown into the mix, where he can supercharge his heavy slashes for extra damage and a knockdown (or very damaging corner juggles i ...unter move (63214D) which will activate when hit by a slash attack. If his heavy slash recoils and he expects a counter poke then he can practically toss th
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  • Bakkonsai - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Nessa Senpuu - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    13 KB (2,148 words) - 20:02, 17 December 2019
  • Ten no Tsumi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Setsudan no koto - [[image:df.gif]] + [[image:d.gif]]
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  • * cl.A/B/C/D are all cancelable. * cl.D makes for the only grounded anti-air Hotaru gets, but the speed and its hit
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  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
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  • Front Suplex - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Flying Drill - [[image:dn.gif]] + [[image:d.gif]]
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  • *cl.A/B/C/D are cancelable. *cl.D is a quick knee strike; go-to heavy button for punishes and comboing post-jump-in.
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  • Kusari Jime - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ::Cancel with [[image:a.gif]][[image:b.gif]][[image:c.gif]][[image:d.gif]]
    12 KB (2,076 words) - 20:11, 10 September 2022
  • Maran - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Target Combo - ''(close)'' [[image:d.gif]] > [[image:c.gif]]
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  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ===Heavy Starters===
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  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. ...of Krohnen's standing and crouching normals after 214D, except for f.C, cl.D, and CD. A microwalk may be needed for cl.C depending on distance.
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  • * Increased damage on j.D * qcf+D has less recovery
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  • ..., Billy can attack the opponent from a greater distance than Haohmaru. The heavy version of Sansetsu Kon Chuudan Uchi (426C/AC) has followups that allow Bil ...o the light version of a certain special, Billy's autocombo leads into the heavy version of Senpuu Kon, which has better comboability than the light version
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  • ...ing Terry has. Running and rolling let him use the hard knockdown from his D grab for setups, but other than that, he has no hard knockdowns, so his sys * The activation range of cl.D has been reduced
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  • Critical Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Rikatsu Shu - [[image:df.gif]] + [[image:d.gif]]
    29 KB (5,321 words) - 20:09, 10 September 2022
  • Issetsu Seoi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]][[image:d.gif]] 88 Shiki - [[image:df.gif]] + [[image:d.gif]]
    17 KB (3,246 words) - 17:33, 23 January 2022
  • * st.D now recovers 2 frames faster * cr.D now recovers 5 frames faster
    10 KB (1,677 words) - 20:27, 25 September 2022
  • * st.D now has 2 frames less startup * st.D's priority has been reduced
    11 KB (1,893 words) - 20:29, 25 September 2022
  • ...er Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] / [[image:d.gif]] Crack Shoot - [[image:qcb.gif]] [[image:ub.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • |cl.D || 8 || 3(15)3 || 18 || S,Su || HL |st.D || 15 || 3 || 29 || || HL
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  • Beki - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] :Gou - [[image:c.gif]] + [[image:d.gif]]
    26 KB (4,212 words) - 23:04, 1 December 2023
  • ...age (Backward) - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Genei Shiranui - [[image:dn.gif]] + [[image:d.gif]] (Midair Only)
    13 KB (1,976 words) - 02:07, 12 March 2024
  • '''Super Jump - d then u/ub/uf''' '''Hyper Hop - d then u/ub/uf briefly'''
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  • Tetsuzankou - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Ressen Kyaku - close, [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    13 KB (2,348 words) - 19:34, 17 December 2019
  • 3 - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...ge:dp.gif]] + [[image:a.gif]] / [[image:b.gif]] /[[image:c.gif]] / [[image:d.gif]] (*)
    28 KB (4,331 words) - 18:24, 16 April 2022
  • Fuusha Kuzushi - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Hissatsu Shinobi-Bachi - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    24 KB (4,588 words) - 19:44, 17 December 2019
  • * j.D's active frames are now 3 frames shorter * nj.D's active frames are now 2 frames shorter
    9 KB (1,510 words) - 10:09, 13 March 2024
  • ...to his hard to punish on block air Hou'ou Tenbu Kyaku super (air 2363214B/D), which he can freely spend meter on to return to his stomp cancels or util * j.D active frames have been reduced
    14 KB (2,460 words) - 14:44, 27 January 2024
  • ''Hook Buster'': [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] ''Slide Kick'': [[image:df.gif]] + [[image:d.gif]]
    41 KB (7,252 words) - 13:44, 19 April 2023
  • Northern Light Bomb - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
    13 KB (2,242 words) - 19:51, 10 September 2022
  • <li><b>Low profile</b>: Leona can go under moves that you'd never expect. Her crouching B, her qcb qcf + K DM, and her run, can all eva * st.D startup has been decreased by 2 frames, and it now has 5f less recovery
    20 KB (3,611 words) - 01:15, 31 August 2023
  • d.Bx3, d charge u + B = 151 dmg<br/> d.Bx2, b.B, d charge u + B = 169 dmg<br/>
    36 KB (5,750 words) - 04:46, 7 August 2023
  • [[image:c.gif]] - Heavy Punch [[image:d.gif]] - Heavy Kick
    19 KB (3,219 words) - 10:09, 5 February 2024
  • Flying Mare - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Rolling Sobat - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
    26 KB (4,870 words) - 20:26, 10 September 2022
  • Issestu Seoi Nage - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] 101 Shiki Oboro Guruma - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
    17 KB (3,141 words) - 19:44, 10 September 2022
  • Kai Senpuu - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Mangetsu Zan - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (Hold [[image:b.gif]] for Ryouko Stance)
    17 KB (3,054 words) - 20:19, 10 September 2022
  • | '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. Because Kyo has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Kyo's combos from lights or heavies are the same. In the
    12 KB (1,750 words) - 03:51, 31 December 2023
  • d.B, d.A, hcb~f+P = 161 dmg<br/> [https://youtu.be/BFjcGXS1t_E ~ qcb A.qcf A, (DC) qcf D, qcf A = 384 dmg]<br/>
    33 KB (5,884 words) - 09:25, 10 June 2023
  • Tomoe Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Gedan Uke - [[image:df.gif]] + [[image:d.gif]]
    23 KB (3,785 words) - 00:33, 9 April 2024
  • Sliding Foot Takedown - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Super Ukemi - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
    16 KB (2,715 words) - 16:47, 28 December 2023
  • * Far D now has 4 frames less startup * j.D now has reduced priority
    14 KB (2,175 words) - 14:53, 28 October 2023
  • ...ing the opponent into a really bad situation for recklessly attacking. The D version of hcf+K is a 1 frame command grab that can be comboed into or used * Strong pressure game from up close (CD pressure, guard breaking with heavy hitting normals, low short jump arc, etc)
    23 KB (3,738 words) - 13:57, 19 April 2023
  • ...n, he can make his pokes with the most priority, standing CD and crouching D, be neutral on block and much less vulnerable to rolling. Normally, these m ...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
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  • Buster Throw (Backward) - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Crack Shoot - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''')
    32 KB (5,574 words) - 19:24, 17 December 2019
  • Dyna Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Assault Raptor - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
    24 KB (3,826 words) - 21:54, 1 December 2023
  • Drop Bomb - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] M-19 Blitz Cannon - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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  • ...ough his frametraps. Since his lows are near-nonexistent, Antonov must put heavy reliance on st.B and cr.A frametraps to either land a surprise command grab President Toss - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
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  • Shinkuu Nage - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ...[image:c.gif]] or ('''*''') ] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • Broach - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Rolling Thunder - [[image:df.gif]] + [[image:d.gif]]
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  • D - Strong Kick Far D - Standing far D
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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
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  • 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]]
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  • ...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]]
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  • ...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.
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  • 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]] ('''*''')
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  • 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]]
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  • 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]]
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  • Hatchet Throw - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Sledgehammer - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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  • Behind Slash - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Lay Spin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
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  • ...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
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  • 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]]
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  • | '''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
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  • Ice Sledge - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Slider Shoot - [[image:df.gif]] + [[image:d.gif]]
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  • Vertus - - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] Floreal - [[image:bk.gif]] + [[image:d.gif]]
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  • * 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
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  • Knee Strike - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] ::Second Shell - [[image:fd.gif]] + [[image:d.gif]]
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  • ...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]] (*)
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  • ...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.
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  • ...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
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  • * 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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  • ...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]]
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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]]
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  • | '''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.
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  • 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]]
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  • :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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  • ...flashy, combo heavy Samsho game with a high focus on its combo system and heavy emphasis on very fast movement to create a uniquely stylized take on the hi * D: Bust Kazuki, Slash Rimururu, Bust Rimururu, Bust Gaira, Bust Amakusa
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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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  • * 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.
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  • ...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).
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  • * 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/>
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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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  • ''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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  • 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/>
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  • 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]]
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  • 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]] (*)
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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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  • 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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  • Sliding Puncher - [[image:df.gif]] + [[image:d.gif]] Puncher Vision (Forward) - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
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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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  • 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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  • 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]]
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  • ...erhead, and both of these attacks will work in the following string: Close D > 6B > [3B/3D] > 6K > 236C **Normal jump away from the corner and j.D on the way down
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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,
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  • d.Bx2, s.B, qcf+A = 140 dmg<br/> d.Bx2, s.B, f+A, qcf+A/C = 202 dmg<br/>
    44 KB (6,716 words) - 13:20, 19 April 2023
  • ...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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  • | 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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  • ...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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  • * 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]]
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  • ...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]]
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  • ...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]]
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  • ...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]] (*)
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  • ...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
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  • ...kkyaku Nage'': [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] ''Hangetsuzan'': [[image:qcb.gif]] + [[image:b.gif]]/[[image:d.gif]] *
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  • 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
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  • ...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
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  • 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/>
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  • d.B, s.B, f.A, qcb+B = 136 dmg<br/> d.B, d.A, f.A, dp+C = 148 dmg<br/>
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  • '''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.
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  • ...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
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  • ...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.
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  • Issetsu Seoi Swimming - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] 88 Shiki - [[image:df.gif]] + [[image:d.gif]]
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  • ...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
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  • Naga Sute - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] st.D, MAX, cl.D, hcb,f+AC = 340 DMG<br/>
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  • |caption5=Heavy Hangetsuzan |description=Heavy Hangetsuzan. This one knocks down and travels significantly farther, but is
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  • ...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
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  • ...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
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  • ...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
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  • *'''5C''' - A heavy punch. Pak Pak really puts his all into it. Has plenty of hitstun. '''Paku Paku-Paguna''' - 22A/B/C/D
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  • ...- 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
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  • *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
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  • ...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.
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  • ''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]] *
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  • j.C, d.A, df+C, qcb+A =263 dmg<br/> j.D, st.D, hcb+B, (wall-slam) qcb+P = 268 dmg<br/>
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  • *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
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  • cr.B, cr.B, st.B, st.D = 153 dmg<br/> d.B, d.A, qcb+C = 144 dmg<br/>
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  • |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
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  • ...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,
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  • ...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.
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  • ...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.
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  • ...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
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  • ...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.
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  • ...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.
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  • ...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
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  • ...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
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  • ...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
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  • |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
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  • |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
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  • ...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
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