So it’s a whiff cancel like Sagats. K will add that.
But Kara cancel usually is used for a different thing. Whiff cancel is clear enough imo, as it implies that you can’t cancel it on hit/block (which are the active part of the moves).
I think you should just note “Can cancel startup frames” as moves like Nina’s Blond Upper can be canceled on hit/block or if the move misses it can be canceled during the active frames. Same thing with moves that are a rekka series like Rolento’s patriot circle can be canceled on hit or block but also on whiff on the active frames of the move. Whiff implies missing the attack by the very definition of whiff, Sagat’s f+LK and Guy’s overhead never miss because they are canceled before they could even hit in the first place.
Yeah but my point was the OTHER whiff cancelable stuff can be canceled when you hit something, like tekken chains or Rufus’ Messiah Followups.
Some poison stuff I discovered just now:
cr.LK - Rapid cancelable into lights
cr.HP - damage reduced to 60 on later active frames (noticeable when used as an anti air)
LK Kissed by a Goddess damage should be listed as 60, 40
MK should be 70,30,20
HK should be 70,20,20,30
EX should be 60, 20,20,20,40
This is actually worth listing as it is quite possible when used as an anti air to not get all of the hits.
Cody
Criminal Upper should be like this:
LP - 60, 20x3
MP - 50, 20x4
HP - 40, 20x5
EX - 40, 20x6
Tornado is a projectile. Tornado cannot be reflected. Tornado cannot be countered.
Law’s df+LK is cancelable when it reaches the active frames whether it connects or not. Guy’s f+MP and Sagat’s f+LK and f+HK are cancelable before they reach the active frames but not during the active frames.
Some stuff:
Guile
crHP becomes 60damage on later frames
clsHP becomes 60damage on later frames
down+forward HK cannot hit crouching opponents
forward HP cannot hit crouching opponents
Abel
Change of Direction - Knockdown on air hit
Second Low & Second Mid - Knockdown on air hit
MP Shoulder Tackle - Knockdown on Air hit
Also I’m fairly certain that the Neutral Jump HP and Neutral Jump HK startup is incorrect
Abel’s st.MK hits all the large characters standing and Jack-X and Hugo crouching, so it can actually hit grounded opponents. Also, I think it is implied that special moves cause knockdown on air hit unless otherwise noted.
You’re right about the st.MK, I’m surprised actually that it can hit them but not any of the normal sized characters who are standing. As for the knockdown on airborne thing, Poison lists Knockdown on airborne hit for her Whip of Love, Fireball and Love Me Tender so I assumed that it was normally listed. Hugo, Chun, Cammy, Ibuki, Bison, Zangief, and Sakura also list knockdown on airborne for some of their special moves. It’s not really consistent one way or the other in this particular issue.
Akuma
cr.HP - Becomes 60damage on later frames.
Gohadoken - Knockdown on air hit
Demon Flip ~ Palm - Groundbounce on airhit (Currently only lists ground bounce on counterhit.)
Demon Flip ~ Slide - Techable knockdown on airhit.
Balrog
Dash Straight - Knockdown on airhit
Sagat
F+LK - Not hard knockdown it is techable on airhit.
Juri
far MK damage should be listed as 30,30
f+MK knockdown on air hit
fjMP - knockdown is techable not hardknockdown.
LK Fireball release - knockdown on air hit
LK Senpusha - Knockdown on air hit
M. Bison
Somersault Skulldiver - Knockdown on air hit (same for EX)
Ken
cls HP - Becomes 60dmg on later frames, Forces Standing
cr HP - becomes 60dmg on later frames, Forces Standing
Far LP - Rapid cancelable to lights
Step Kick - Knockdown on air hit
Hadoken - Knockdown on Air hit (Same for EX)
Tatsu (All ground versions) - First hit forces standing
Tatsu (Both Air and Ground) - Knockdown on air hit
EX Tatsu - Damage should be 25x5
Ryu
cr.HP - Forces Standing
LP SRK - Becomes 50damage on later frames
MP SRK - Becomes 70damage on later frames
HP SRK - Becomes 80 damage on later frames
f+MP - Knockdown on air hit
f+HP - Knockdown on air hit
Tatsu (All non-ex ground versions) - Whiffs on crouching
Rolento
Patriot Circle - Knockdown on Air hit
Patriot Circle 1st - Damage should be 10x4
Patriot Circle 2nd - Damage should be 15x4
Patriot Circle 3rd - Damage should be 20x2, 15
EX Patriot Circle - Damage should be 15x6, 30
Mekong Delta Attack - Knockdown on air hit
Mekong Delta Attack EX - Knockdown on air hit Damage should be listed as 20x8 (Max damage is actually 160 if you do it with Rolento in the corner and opponent point blank)
EX Stinger - Damage should be 40x3 (3 knives are thrown) Is the on block correct? Seems weird that it’d be only +3F on block while regular is +13F
Blanka
F+MP - Knockdown on air hit
EX Electricty - Has some invulnerability frames (I dunno the count)
Sakura
cls HK - DOES NOT knockdown/float on air hit
f+MK - Knockdown on air hit
cr HP - forces standing
cls HP - forces standing
Hadoken - Knockdown on airhit
EX Tatsu - Damage is 20x3, 30 (not 30x3)
Cammy
cls HP - becomes 60dmg in later frames
Guy
Far HK - Can hit crouching actually (Tested against Hugo and it works. It’s like Abel’s far MK, whiffs on standard size opponents due to hitbox position. Far/close LP however actually cannot hit crouching.
Elbow Drop - Cannot Hit Airborne
Dudley
f.LP - Knockdown on air hit
f.MP - Knockdown on air hit
f.HP - Knockdown on air hit
f.MK - knockdown on air hit
f.HK - Knockdown on air hit
cr.HP - Forces standing
close HK - forces standing
LP Jet Upper becomes 50 damage on later frames
MP Jet Upper becomes 100 damage on later frames
Machinegun Blow should be listed as
LP - 20,10,50
MP - 20,10,10,50
HP - 20,10x4,50
EX - 10x6, 30
Knockdown on air hit for all versions, forces standing on all versions.
Thunderbolt
Damage is 20,20,60
EX Version is 20x5, 90
Short Swing Blow (All regular versions) - Knockdown on air hit, Forces standing on hit
Ducking Straight and Ducking Upper - Forces standing
Elena
Far/Close HP - Does Hit crouching, hitbox is just positioned too high for standard size characters, not actually set to not hit crouching. Target Combo 4 is actually set to not hit crouching period.
b+HK damage becomes 50 on air hit.
Spinning Scythe (All versions) - Knockdown on air hit
Lynx Tail (All regular versions) - Soft Knockdown on air hit
Rufus
DF+MK (in air) - Knockdown on air hit
f+MK - Knockdown on air hit
close MK - Damage should be 30x2
Snake Strike (All versions) - Knockdown on air hit
Messiah Kick (All versions) - Knockdown on air hit
Messiah Kick ~ Sweep Followup - Soft Knockdown on air hit
Zangief
EX Banishing Flat - Hard Knockdown on air hit
Lariat / Quick Lariat - Whiffs on Crouching after first hit
Vega
clawless values should be listed instead of just saying “10 damage penalty” as different points in a move receive the penalty which means it could change the damage of a combo in different ways. Most notable being close HP which goes from 45x2 to 40x2 which means if you do close HP - special cancel it’s only -5 damage penalty.
Sky High Claw = 100damage [no claw]
EX Sky High Claw = 40x2 (odd that this gets such a huge drop.) [no claw]
Barcelona Follow Ups - NOT AFFECTED BY CLAW LOSS! This is different than in SF4
[No Claw] Super (Backward) = 70, 35x4 (Net loss of 20damage)
[No Claw] Super (Forward) = 50, 70, 35x4 (Net Loss of 20 damage)
Super Backward = 70, 40x4
Super (forward) = 50, 70, 40x4
Chun Li
Far MK / HK - Can hit crouching opponents (just not standard size)
far LP - Rapid Cancelable to lights
Hi guys, I am a bit confused. According to the frame data Lars’ ex dynamic entry is +4 on block and +3 on hit. Shouldn’t it rather be the other way around?
Also his storm axle only groundbounces airborn on counterhit.
B.MP - Only first hit causes knockdown on air hit. If you only hit with the 2nd hit they air reset.
fwd LK - knockdown on air hit
D+Fwd MK - Knockdown on air hit
EX Kazekiri - Knockdown on air hit. Forces Standing
Hien (All regular versions) - Knockdown on air hit
Ogre
cr.HK - Only 2nd hit causes float on air hit, first causes an air reset.
far/close MK - can hit crouching (only large characters or when people enlarge their hurtbox with crouching attacks like Guile’s cr.HP for instance.)
Demon Slayer (LP-MP-MP) - Knockdown on air hit
Snake Blade (cr.LK - dMK - dMK) - Knockdown on air hit, not a float on air hit.
Paul
cls HP - becomes 60 damage on later frames
f HP cannot hit airborne
EX Sway - Knockdown on air hit for first attack. (Worth listing as if you hit a backdash the 2nd hit wont combo)
Law
Machine Gun Arrow - Knockdown on air hit
DF LK - Knockdown on air hit
DF MK - Knockdown on air hit
B MK - Techable knockdown on air hit
B MP - Knockdown on air hit
B MP ~ LK - Knockdown on air hit
B MP ~ LK ~ D MK - Techable knockdown on air hit
F MP - Ground Bounce on air hit
FFR (all versions) - 20 damage only and causes a float on air hit
EX Shaolin Kicks - Only last hit causes wall bounce on air hit rest are knockdown.
Lili
Some air attacks have different properties on NJ vs Angle Jump
NJ HP = both hits cause knockdown on air hit, Damage is 70,30
FJ HP = Neither hit causes a knockdown on air hit, Damage is 60,40
NJ MP - Does not cause a knockdown on air hit
FJ MP - Causes a knockdown on air hit
DF HK - Cannot hit crouching
F LK - Knockdown on air hit
F LK ~ LK - Forces Standing, cannot hit airborne
LP ~ F MP ~ MK - Knocks Down on air hit (only the MK part)
LP ~ F MP ~ D LK - Cannot hit airborne
Divine Step - Damage is 70,30,40 cannot hit airborne opponents
EX Divine Step - Damage is 70,30,40. only 100 damage on air hit, soft knockdown on air hit, creates a hitbox when Lili lands on the ground which can hit airborne
Air Spine Shot (All versions) - Knockdown on air hit
Sunflower Lance - Knockdown on air hit
Asuka
Leg Cutter - Techable knockdown on air hit
Kariashi Shiranui - Knockdown on airhit (not float like ground hit.)
B MP ~ MK - Knockdown on air hit
MK ~ D MP - Knockdown on air hit
MP ~ LP / LK - Knockdown on air hit
F MK - Knockdown on air hit
F MK ~ MP - Knockdown on air hit
Exorcisor - Might be worth noting that the followups can only be done on Hit/Block
Onikubigari - Knockdown on air hit
King
Pressing K during the startup of Konvict Kick reduces the damage of Konvict Kick to 30 and chip damage is reduced to 0
Lariat - Knockdown on air hit
High Elbow Drop - Hard Knockdown on air hit
Water Surface Kick - Soft Knockdown on air hit
Marduk
F+PP - Knockdown on air hit
B+MP - Knockdown on air hit
Far LK ~ MK(HK) - Knockdown on air hit
Far HP ~ D+PP - Does not flip/knockdown on air hit (Same for Far MP ~ HP ~ F MP ~ D+PP)
Far MP ~ HP ~ MK - Knockdown on air hit
Double Leg Takedown - can hit airborne opponents (Tested against Kazuya’s backdash which has 0grounded recovery. Cody’s Crack kick, and Cody’s LK Ruffian startup.)