Vitality: 950
Stun: 900
Forward Walking distance per frame 0.045
Backwards walking distance 0.03825
Dash duration in frames: 17
Dash Distance: 1.45182
Backdash duration in frames: 8 Invincible , 10 Airborne, 4 recovery (22 in total)
Backdash distance 1.34558
Pre-Jump frames: 4
Jump duration in frames: 43
Diagonal Jump distance: 2.05
Legend:
Normal / Hits / Block Level / Damage / Stun / Start Up / Active / Recovery / On Hit / On Block / Cancel / Notes* [ChainCancel or CH = Rapid fire normals], SP is special Cancel, SU is Super Cancel.
Standing Normals:
:lp: / 1 / HL / 30 / 50 / 5 / 4 / 11 / -1 / -4 / Sp, Su / -
:mp: / 1 / HL / 70 / 100 / 6 / 2,3 / 17 / -3 / -6 / Sp, Su / Cancelable only on its first hit
:hp: / 1 / HL / 100 / 200 / 13 / 5 /21 / -4 / -8 / Sp, Su / -
:lk: / 1 / HL / 30 / 50 / 4 / 2 / 8 / +2 / -1 / Sp, Su / -
:mk: / 1 / HL / 60 / 100 / 7 / 4 / 17 / -4 / -7 / Sp, Su / -
:hk: / 1 / HL / 100 / 200 /11 / 3 / 16 / +3 / -1 / - / (Guide doesn’t state when but it is considered airborne)
Crouching Normals:
:lp: / 1 / HL / 30 / 50 / 3 / 2 / 8 / +5 / +2 / Sp, Su / -
:mp: / 1/ HL / 60 / 100 / 5 / 5 / 11 / +1 / -2 / Sp, Su / -
:hp: / 1 / HL / 100 / 200 / 9 / 3 / 22 / -3 / -7 / - / -
:lk: / 1 / L / 30 / 50 / 4 / 4 / 5/ +3 / 0 / Sp, Su / -
:mk: / 1 / L / 60 / 100 / 6 / 3 / 15 / -1 / -4 / Sp, Su / -
:hk: / 1 / L / 100 / 200 / 8 / 4 / 30 / - / -16 / - / Hard Knockdown.
Jumping Normals:
:lp: / 1 / H / 30 / 50 / 4 / 10 / - / - / - / - / -
:mp: / 1 / H / 60 / 100 / 6 / 4 / - / - / - / - / -
:hp: / 1 / H / 90 / 150 / 6 / 4 / - / - / - / - / -
:lk: / 1 / H / 30 / 50 / 5 / 8 / - / - / - / - / -
:mk: / 1/ H / 60 / 100 / 7 / 4 / - / - / - / - / -
:hk: / 1 / H / 50,70 / 100,100 / 8 / 4(5)5 / - / - / - / - / 1st hit causes limited juggle state, 2nd hit juggle potential 1
Unique Attacks:
:f: :mp: / 1 / H / 70 / 100 / 20 / 3 / 19 / +3 / -2 / - / -
:f: :mk: / 1 / H / 50 / 100 / 12 / 3 / 20 / +2 / -3 / - /-
:hk: / 1 / HL / 110 / 200 / 13 / 4 / 13 / +1 / 0 /- / Airborne 6~28f
:df: :hk: / 1 / L / 100 / 200 / 11 / 10 /25 / - / -10 / - / Hard knockdown
Target Combos:
:hp: > :hk: / 2 / HL, HL / 100,50 / 200,25 / 13 / 5(8)3 / 19 / -1 / -4/ - / -
:mk: > :d: :hp: / 2 / HL, HL / 60,60 / 100,50 / 7 / 4(6)2/ 22 / - / -3 / - / Causes limited juggle state
During jump :lp: > :mk: 2 /H, H / 60,40 / 100, 50 / 4 / 10(2)6) / - / - / - / - / -
During jump :mp: > :hp: 2 / H,H / 60 , 40 / 50 , 100 / 6 / 4(2)3 / - / - / - / - / -
Normal Throws:
:lp: + :lk: / 120 / 120 / 3 / 2 / 20 / Range: 0.885
:lp: + :lk: / 120 / 120 / 3 / 2 / 20 / Range: 1.045
Focus Attacks:
Level 1: / 1 / LH / 60 / 100 / 10+14 / 2 / 33 / -20(-1) / -20(-1) / Crumple on counter hit, hyper armor for 1 hit before release.
Level 2: / 1 / LH / 90 / 150 / 18+13 / 2 / 33 / - / -14(+5) / Crumple state on hit, hyper armor for 1 hit before release.
Level 3: / 1 / - / 150 / 200 / 67 / 2 / 35 / - / - / Unblockable, Crumple state on hit, hyper armor for 1 hit before release.
RF Level 1: / 1 / LH / 90 / 100 / 10+14 / 2 / 33 / -20(-1) / -20(-1) / Crumple state on counterhit or if used in combos, infinite hyper armor before release
RF Level 2: / 1 / LH / 135 / 150 / 18+13 / 2 / 33 / - / -14(+5) / Crumple state on hit, infinite hyper armor before release.
RF Level 3: / 1 / - / 225 / 200 / 67 / 2 / 33 / - / - / Unblockable, Crumples on hit, infinite hyper armor.
Special Moves:
:hcb: + :lp: 2 / H, H / 60,50 / 60,60 / 21 / 2,2 / 25 / 0 / -7 / - / 1st hit juggle potential 1, 2nd hit juggle potential 2 Forces stand
:hcb: + :mp: 2 / H, H / 70,50 / 70,60 / 25 / 2,2 / 24 / +3 /-5 / - / 1st hit juggle potential 1, 2nd hit juggle potential 2 Forces stand
:hcb: + :hp: 2 / H, H / 80, 50 / 80, 60 / 27 / 2,2 / 22/ +6 / -1 / - / 1st hit juggle potential 1, 2nd hit juggle potential 2 Forces stand
:hcb: :ex: 2 / H, H / 40, 40 / 50, 50 / 15 / 2,2 / 18 / +4 / -4 / - / 1st hit juggle potential 1, 2nd hit juggle potential 2 Forces stand
:dp: + :lk: 2 / HL, HL / 60,40 / 80,20 / 6 / 2,2 / 23+11 on the ground / - / -14 / Su / 2nd hit juggle potential 1
:dp: + :mk: 2 / HL, HL / 80,60 / 120,80 / 5 / 2,2 / 29+11 on the ground / - / -19 / Su / 2nd hit juggle potential 1
:dp: + :hk: 2 / HL, HL / 60,30, 30 / 100,50,50 / 4 / 1,1,2 / 35+11 on the ground / - / -23 / Su / 4~6 invincible to throws, 5~42 airborne, soft knockdown, 2nd hit juggle potential 1, 3rd hit juggle potential 2
:dp: + :ex: 2 / HL, HL, HL, HL / 60,30, 30, 30 / 80,30,30,40 / 4 / 1,1,2 / 34+11 on the ground / - / -25 / Su / 1~7f invincible, 5~41f airborne, 1st hit juggle potential 4, 2nd hit juggle potential 5, 3rd hit juggle potential 6, 4th hit juggle potential 7
:rdp: + :lk: 1 / L / 60 / 90 /10 / 3 / 25 / - / -7 / Su / -
:rdp: + :mk: 2 / L,L / 70,60 / 70,50 /10 / 3(7)3 / 21 / - / -9 / Su / Super cancelable on 2nd hit only
:rdp: + :hk: 4 / L,L,L,L / 60,20,20,30 / 50,30,20,20 /8 / 5(6)4(22)2(4)2 / 28 / - / -13 / Su / Super cancelable on 2nd and 3rd hits only
:rdp: + :ex: 5 / L,L,L,L,L / 40,10,10,20,20 / 50,20,20,20, 50 /10 / 4(4)4(23)3(5)3(23)5 / 29 / - / -9 / Su / Super cancelable on last hit only
:hcf: + :lk: 3 / HL, HL, HL / 40, 40, 40 / 50, 50, 50 / 14 / 2(2)2(8)5 / 7+15 on ground / - / -6 / - / Does not crouching opponents, 1st hit causes full jugle state, 2nd and 3rd hit juggle potential 1
:hcf: + :mk: 3 / HL, HL, HL / 50, 50, 50 / 50, 50, 50 / 18 / 2(2)2(9)5 / 9+12 on ground / - / -5 / - / Does not crouching opponents, 1st hit causes full juggle state, 2nd and 3rd hit juggle potential 1
:hcf: + :hk: 3 / HL, HL, HL / 60, 60, 60 / 50, 50, 50 / 23 / 2(2)2(12)5 / 11+8 on ground / - / -3 / - / Does not crouching opponents, 1st hit causes full juggle state, 2nd and 3rd hit juggle potential 1
:hcf: + :ex: 3 / HL, HL, HL / 50, 50, 50 / 50, 40, 40 / 10 / 2(2)2(8)5 / 5+14 on ground / - / -3 / - / 1-35f projectile invincible, does not crouching opponents, all hits have limited juggle, 2nd hit juggle potential 2, 3rd hit juggle potential 3
:qcb: + :lk: 2 / HL, HL / 30,30 / 75, 75 / 15 / 2(22)2 / 26 /-1 / -7 / Su / Super cancel only on first hit
:qcb: + :lk: extension 2 / HL, HL / 20,20 / 25,25 / 12 / 3 (9)2 / 25 / - / -6 / - / causes limited juggle state
:qcb: + :mk: 2 / HL, HL / 50,50 / 80, 80 / 14 / 2(21)2 / 27 /-4 / -7 / Su / Super cancel only on first hit
:qcb: + :mk: extension 2 / HL, HL / 30,30 / 25,25 / 12 / 3 (9)2 / 29 / - / -10 / - / causes limited juggle state
:qcb: + :hk: 2 / HL, HL / 60,60 / 90, 90 / 17 / 2(23)2 / 30 / -7 / -10 / Su / Super cancel only on first hit
:qcb: + :hk: extension 2 / HL, HL / 30,30 / 25,25 / 12 / 3 (9)2 / 29 / - / -10 / - / causes limited juggle state
:qcb: + :ex: 4 / HL, HL / 50, 50, 50 , 50 / 15 / 2(20)2(16)2(8)2 / 27 / - / -8 / - / Causes limited juggle state
Supers & Ultras:
Super / 7 / HLx7 / 50, 25 50, 25, 50, 75, 75 / 0 / 1+3 / 6(33) 8(33)8 / 61 / - / -44 / 1~9 Invincible sequential juggle potential starting from 1st hit, i.e. 1st hit has juggle potential 1, 4th hit has juggle potential 4
Ultra 1 / 15 / HLx15 / 60, 29x4,30x6, 23x3, 15 / 0 / 0+9 / 2 / 33 / - / -14 / Frames 1~9 invincible, juggle potential 2.
Ultra 2 / - / - / - / 0 / 1+7 (Frames before healing starts) / 31 (time spent healing) / 65 (recovery when healing finishes) / - / - / 1~4 invincible, at lowest level recovers 10 vitality points for every 2 frames, raises to 11 vatality every 7th frame then drops back down to 10 (233 total), at max level 12 vitality every 2 frames, raises to 15 every 7th frame (345 total), inputting :lp: :mp: :hp: enters 22 frame frame recovery and cancels vitality gain