Well then, it’s time to start this mutha!
RYUJI YAMAZAKI:
Far A: 7f, +0 on block, +4 on hit
-> C: -11 on block, -7 on hit
-> f+C: -10 on block
-> d+C: -7 on block
-> d/f+C: -8 on block
Far B: 8f, -4 on block, +0 on hit
-> C: -6 on block
-> d+C: Same as A-d+C
-> d/f+C: Same as A-d/f+C
Far C: 10f, -9 on block, -3 on hit
Close A: 7f, +0 on block, +4 on hit
-> Same strings as Far A
Close B: 8f, -4 on block, +0 on hit
-> Same strings as Far B
Close C: 7f, -7 on block, -1 on hit
Crouching A: 6f, +0 on block, +4 on hit
Crouching B: 8f, -4 on block, +0 on hit
Crouching C: 10f, -7 on block
Jumping A: 7f
Jumping B: 9f
Jumping C: 11f
Hopping C: 10f
A+B: 10f, -7 on block, -1 on hit
Standing D: 11f, -2 on block, +1 on hit
Crouching D: 16f, +1 on block
Backplane A: 23f, +0 on block, +2 on hit
Backplane B: 22f, -1 on block, +1 on hit
Backplane C: 26f, -3 on block
f+A: 15f on a standing opponent, 23f on a crouching opponent, +1 on block, +7 on hit
-> C: -6 on block
d/f+A: 4f, +0 on block, +6 on hit
-> C: -10 on block, -6 on hit
-> C -> C: -12 on block
Jumping B+C: 5f
Tap C while downed: 23f, -23 on block
qcb+A: 8-10f depending on distance, -15 on block, -9 on hit
-> D: input after holding A for 4f, has 12f recovery
qcb+B: 8-10f depending on distance, -13 on block, -7 on hit
-> D: input after holding B for 4f, has 5f recovery
qcb+C: 13-15f depending on distance, -13 on block, -7 on hit
-> D: input after holding C for 7f, has 12f recovery
qcb+hold A/B/C until he speaks for the third time: 11f, -27 to -19 on block
dp+A: 11f, -11 on block
qcf+C: 9f, -16 on block, -10 on hit
-> Hold C after using on a projectile: 22f total
dp+B: 32f, -8 on block
f,b,d,u+C: 1f
hcf+B: 8f
d,d+C: 10f, only connects on downed opponents
f,hcf+B+C: 14-50f depending on distance, -23 on block
360+C: 1f
f+A+C: 18f
NOTES: As you can see, his qcb+B cancel is quicker than any feint in the game - can be as fast as 9f, and there’s some leeway where it’s still useful. Gives him big frame advantage from anything except light attacks, allows him to pressure after knocking the opponent into the backplane, and creates extra combo possibilities.
Also, his d/f+A is arguably the best normal in the game. It’s the fastest at 4f, it has sick frame data (especially when combined with the qcb+B cancel), it’s a usable anti-air, AND it has a followup that combos into the knife. Essentially, this move turns a -2 situation into a positive for you, as you will be able to beat or trade with the vast majority of jabs. Even against the quickest jabs, a -1 situation still allows you to do this.
GEESE HOWARD:
Far A: 6f, +0 on block, +4 on hit
-> B: -4 on block, +0 on hit
-> B -> C: -7 on block, +0 on hit
-> B -> d+C: -7 on block
Far B: 8f, -4 on block, +0 on hit
Far C: 13f, -15 on block, -9 on hit
Close A: 6f, +0 on block, +4 on hit
-> Same strings as Far A
Close B: 8f, -4 on block, +0 on hit
-> C: -7 on block, -1 on hit
Close C: 9f, -6 on block, +0 on hit
Crouching A: 6f, +0 on block, +4 on hit
-> C: -7 on block, -1 on hit
-> d+C: -7 on block, -1 on hit
Crouching B: 7f, -4 on block, +0 on hit
-> d+B: -4 on block, +0 on hit
-> d+B -> d+C: -7 on block
-> d+B -> d/f+C: -4 on block
Crouching C: 9f, -10 on block
Jumping A: 7f
Jumping B: 7f
Jumping C: 10f
Neutral Jumping/Hopping A: 6f
Hopping C: 9f
A+B: 9f, -3 on block, +3 on hit
Standing D: 6f, +1 on block, +4 on hit
Crouching D: 6f, +1 on block
Backplane A: 25f, +0 on block, +2 on hit
Backplane B: 24f, -1 on block, +1 on hit
Backplane C: 26f, -3 on block
d/f+A: 9f, +1 on block, +7 on hit
-> d+C: Same as d+B-d+B-d+C
-> C: -20 on block
-> C -> d+C: Completely whiffs if string is blocked
f+A: 31f, -7 on block, -1 on hit
-> C: -3 on block, +3 on hit
-> C -> 360+A: Frames don’t matter, but this must be input right as the C hits
b+B: 23f, +7 on block
-> D: +0 on block, +4 on hit
-> d+D: +0 on block
Dashing Far B: 8f, -4 on block, +0 on hit
Dashing Far C: 13f, -15 on block, -9 on hit
d+C on downed opponent: 1f
qcb+A: 18f, -6 or better on block, -4 or better on hit
qcb+C: 21f for first hit, 42f if first hit whiffs, -6 or better on block, -4 or better on hit
hcf+A: 1f
hcf+B: 1f
hcf+C: 1f
360+A: 1f
f,hcf+B+C: 33f, -27 on block
360+C: 1f
hcb,f+A: 4-26f depending on distance, -6 on block, +0 on hit
-> A: -1 on hit
-> A -> A: +0 on hit
-> A -> A -> B: -5 on hit
-> A -> A -> B -> B: +0 on hit
-> A -> A -> B -> B -> B: +0 on hit
-> A -> A -> B -> B -> B -> C: +9 on hit
-> A -> A -> B -> B -> B -> C -> C: +0 on hit
-> A -> A -> B -> B -> B -> C -> C -> C: +0 on hit
-> A -> A -> B -> B -> B -> C -> C -> C -> qcb+C: Knocks down, guaranteed pursuit
d+A+C: 22f
d+B+C: 19f
NOTES: Besides its role in combos, the feint gives him a few extra + frames on heavy attacks. This still isn’t enough to give him an advantage from, say, his sweep, but it leaves you safe at least.
And the Deadly Rave, at a mere 4 frames, is able to punish many moves that are usually safe. The 3-D fighter-style buffering in this game makes it rather easy to do, so practice. And remember, it is also a breakshot even though the FAQ doesn’t say that!
KIM KAPHWAN:
Far A: 6f, +0 on block, +4 on hit
-> A: -8 on block, -4 on hit
-> A -> C: -11 on block
-> A -> B: -8 on block, -4 on hit
-> A -> B -> C: -16 on block, -10 on hit
-> B: -12 on block, -8 on hit
-> B -> C: Same as A-A-C
-> f+B: 28f, -9 on block, -3 on hit
Far B: 7f, -6 on block, -2 on hit
-> f+B: Same as A-f+B
Far C: 10f, -16 on block, -10 on hit
Close A: 5f, +0 on block, +0 on hit
-> Same strings as Far A
Close B: 7f, -3 on block, +1 on hit
-> f+B: Same as A-f+B
Close C: 9f, -3 on block, +3 on hit
-> A: -7 on block, -1 on hit
-> A -> B: -11 on block
-> A -> B -> C: Always whiffs if string is blocked
Crouching A: 6f, +0 on block, +4 on hit
-> f+B: Same as A-f+B
-> Chains into Standing A and its strings
Crouching B: 7f, -5 on block, -1 on hit
-> f+B: Same as A-f+B
Crouching C: 9f, -6 on block
Jumping A: 6f
Jumping B: 6f
Jumping C: 9f
Neutral Jumping B: 7f
A+B: 9f, -15 on block, -9 on hit
Standing D: 11f, +8 on block, +11 on hit
Crouching D: 8f, +8 on block
Backplane A: 25f, +0 on block, +2 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 24f, -4 on block, +11 on hit
f+B: 19f, -9 on block, -3 on hit
Dashing d/f+A: 6f, +0 on block, +4 on hit
Dashing Far C: 10f, -16 on block, -10 on hit
qcb+B: 10-16f depending on distance, -6 on block, +0 on hit
qcb+C: 19-27f depending on distance, -10 on block
Charge d,u+A: Charge time = 30f, startup = 5f, -32 on block
-> d+A: Frames don’t matter since this only works on hit.
Charge d,u+B: Charge time = 30f, startup = 7f, -33 on block
d,d+B: 16f, +8 on block, +14 on hit
d+B in air: 9-10f depending on distance, -3 on block, +3 on hit
-> d/f+B: -15 on block
hcf+B+C in air: 15-17f depending on distance, -9 to +5 on block
qcb,d/b,f+C: 3-21f depending on distance, -6 to +9 on block
d+B+C: 19f
NOTES: You’ll most commonly get -4 to -6 or so when the P-Power is blocked - you need to be at long range to get advantage from it. Likewise, it is uncommon to get advantage from a blocked S-Power.
And at 3 frames, that super is tied with Mai’s P-Power for the fastest non-grab in the game - can punish all sorts of things you wouldn’t guess. If you’re unsure, look at the data!
HON-FU:
Far A: 5-6f depending on distance, -1 to +0 on block, +3 to +4 on hit
-> C: -8 on block, -2 on hit
Far B: 7f, -6 on block, -2 on hit
-> B: -20 to -13 on block, -16 to -9 on hit
-> B -> C: 17f, +3 to +5 on block, +7 to +9 on hit
Far C: 9f, -11 on block, -5 on hit
Close A: 6f, +0 on block, +4 on hit
-> B: -3 on block, +1 on hit
-> B -> C: -8 on block, -1 on hit
-> B -> f+C: -7 on block
-> B -> d+C: -3 on block
-> B -> d/f+C: -7 on block
-> d+B: -3 on block, +1 on hit
-> d+B -> d+C: Same as A-B-d+C
-> d+B -> d/f+C: Same as A-B-d/f+C
-> C: -4 on block, +2 on hit
-> C -> C: -6 on block, +0 on hit
Close B: 8f, -4 on block, +0 on hit
-> Same strings as Close A except that Close B-C doesn’t work
Close C: 9f, -3 on block, +3 on hit
Crouching A: 6f, +0 on block, +4 on hit
-> Same strings as Close A except that d+A-C doesn’t work, and there’s one extra:
-> d+C: -11 on block, -5 on hit
Crouching B: 7f, -3 on block, +1 on hit
-> Same strings as Crouching A
Crouching C: 9f, -3 on block
Jumping A: 6f
Jumping B: 7f
Jumping C: 9f
Neutral Jumping A: 6f
Neutral Jumping B: 7f
Neutral Jumping C: 9f
Hopping C: 12f
A+B: 14f, -8 on block, -2 on hit
Standing D: 8f, +4 on block, +7 on hit
Crouching D: 12f, +4 on block
Backplane A: 25f, +1 on block, +3 on hit
Backplane B: 24f, -1 on block, +1 on hit
Backplane C: 24f, -3 on block, +12 on hit
d/f+A: 7f, -11 on block, -5 on hit
-> d+C: Same as A-B-d+C
-> C: -7 on block
-> C -> C: -10 on block
f+B: 15f, -3 on block, +3 on hit
-> d/f+C: -8 on block, -2 on hit
Dashing Far C: 9f, -11 on block, -5 on hit
dp+A: 13f, -7 on block, -1 on hit
dp+C: 13f, -28 on block, -22 on hit
qcb+A: 17f, -29 on block, -24 on hit
-> Tap A repeatedly: -13 on block
qcb+B: 28-35f depending on distance, +1 on block, +7 on hit
Charge d/b,f+B: Charge time = 30f, startup = 9-36f depending on distance, -33 to -7 on block, -27 to -1 on hit
-> B: -17 on block
hcf+C: 7f, -3 on block
qcb+C: 5f
qcb,d/b,f+B+C: 15f, -34 on block
qcb,d/b,f+C: 27f for first hit, 52f total if first hit whiffs, -56 on block
b+A+C: 16f
NOTES: Hon’s feint is the 2nd fastest in the game, so make good use of it in your combos & pressure. It gives him an extra +6 on heavy attacks!
Far B-B-C is an awesome string, as you can see from the data. Opponents can reversal before the C hits, but the window is very small.
His S-Power actually has a gap before the last two hits; you can line shift or use an extremely fast attack. Usually kinda pointless since the move has so much recovery anyway, but you could dodge a chip-damage kill once in a blue moon with this.
-Josh