Yeah, if Jack can’t land HK, he doesn’t have a whole lot left for anti-air.
And Adam, Ryofu’s super is horribly unsafe. Might be good for the last few hits of chip damage, though.
Now FINALLY, here’s what I’ve managed to translate from that site. Seems to be hit or miss, as there’s some good stuff and some things that I’m not sure are legit at all.
HANZOU:
Command Normals: Jumping d+MP, Double Jump. Site also claims he can wall jump, which is incorrect.
Close Anti-Air: DP, Close HP
Mid-Range Anti-Air: DP, Far MP (b/c of autoguard), Neutral Jump HK, Neutral Jump HP
Long-Range Anti-Air: Far HK, Low HK (this one surprised me)
Combos:
Crossup MK/HK, Close HP xx DP
Low LKx2, Low MK -> qcf+MK
Infinites:
Dashing MP x N (only works on taller crouching characters, and insanely hard)
[Dashing HP/HK -> ABC] x N (MUCH EASIER with HK)
FUUMA:
Command Normals: Double Jump, Wall Jump. Site also claims he has a jumping d+MP, which is incorrect.
Anti-Airs: All exactly the same as Hanzou’s, since they both have a DP and mostly the same normals.
Combos:
Crossup MK, Close HP xx DP
(something I can’t read) Low LK, Close LK xx DP (can’t get this to work, wonder what’s in the parentheses)
Jumping HK, Close HP xx DP
Jumping HK, land, Jumping HK (Only works on tall characters, can dizzy if you have low life IIRC)
Infinite:
Dashing MP x N (just like Hanzou’s, same conditions apply)
DRAGON:
Command Normals: Wall Jump. He also has a f+HK, which the site does not mention.
Close Anti-Air: Close MK
Mid-Range Anti-Air: Far MK, Low HP
Long-Range Anti-Air: Standing HK, Neutral Jump HK
Combos:
Crossup HK, Dashing HP, Standing HK xx qcf+HK (doesn’t work on smaller characters)
Dashing MP, Low MK xx qcf+LK/MK
Close MK, Low MK xx qcf+LK/MK
Low LKx2, Low MK xx qcf+LK/MK
Jumping MK, Low LK, Close MK, Low LK, Close MP, Dashing MP, Low LK, Low MK xx qcf+MK (something I can’t read). This combo makes no sense to me, so I could use some help.
Jumping HK, Close MK, Close MP, Far MP, Standing HK xx qcf+HK. Don’t get this one, either.
Jumping HP, Dashing HP xx hcb+LK. Again, I can’t get this to work. You can also get juggle followups from that move, and the site says something I can’t read.
Close MK xx d,u+K
Standing HK xx d,u+K (not sure why these are there, anti-air maybe?)
JANNE:
Command Normals: f+HP, d/f+K, Jumping d+MP. She also has a f+MK that the site does not mention.
Close Anti-Air: Charge d,u+K
Mid-Range Anti-Air: Standing HK (yay autoguard!)
Long-Range Anti-Air: Standing HK, Far HP, Charge b,f+K, d/f+K
Combos:
Crossup HK, Low LKx3 xx Charge b,f+K. I think they mean Low LKx2, Low MK - you can’t cancel low LK.
Crossup HK, Low MP, Standing MP xx Charge b,f+HP, f+HP. Can’t get this to work.
Jumping HP, Dashing Low MP, Close LPx2, Low MK xx EX Aura Bird, Dashing Low MP, Low LK, Low MK xx something I can’t read. I can’t do these links…
J.CARN:
Command Normals: Crouch Walk, Wall Jump, d/f+K, Jumping d+HK. Also has a f+MK that the site does not mention.
Close Anti-Air: Charge d,u+P, Close HP, Low HK
Mid-Range Anti-Air: Standing HK (autoguard again!)
Long-Range Anti-Air: Standing HK
Combos:
Jumping HK, Low LKx2, Low MK xx Torpedo
Jumping HK, Close MP, Neutral HP, Low MP. Must be crouching, possibly only big characters too.
Close HP xx Torpedo. Not sure why this is here.
Standing MK, Low LK, Low MK xx Torpedo. I think this combo is meant to counter slides.
MUSCLE POWER:
Command Normals: Jumping d+HK. The site does not mention this, but his neutral HP is an overhead while f+HP or b+HP isn’t.
Close Anti-Air: Low HP (something I can’t read), Jump Back HK
Mid-Range Anti-Air: Standing LP (something I can’t read), Standing MP (something I can’t read), Up+ABC
Long-Range Anti-Air: Standing HK
Combos:
Low LKx2, Low MK xx Dropkick
Low LKx2, Low MK xx LK Lariat, Low LKx2, Low MK xx Dropkick. This only works on a couple crouching characters, and on them you might as well do the infinite.
Infinite:
[Low LK, Low MK xx LK Lariat] x N (only works on crouching Ryofu, Jack, & Carn)
BROCKEN:
Command Normals: Jumping d/f+HK. The site does not mention this, but his neutral HK is an overhead while f+HK or b+HK is a completely different move.
Close Anti-Air: ABC (autoguard), Close MP
Mid-Range Anti-Air: Far MP, a bunch of stuff I can’t read
Long-Range Anti-Air: Far HP, Neutral HK, Low MP, Low HP, more moonspeak
Combos:
Dashing HP, Dashing HP, Low MK
Dashing HP, Jumping ABC (stuff I can’t read)
Low MK, Jump Cancel, Jumping ABC (stuff I can’t read)
Jumping MP xx Jumping ABC
Low MP xx qcf+K
RASPUTIN:
Command Normals: qcf+K (stuff I can’t read)
Close Anti-Air: Neutral HP
Mid-Range Anti-Air: Low MP xx qcf+K, Standing HK, Standing MK
Long-Range Anti-Air: Low HP
Combos:
Low LPx2, Low MP xx qcf+HK
A whole bunch of things I can’t read
More things I can’t read
Low MP xx qcb+K
Anti-Air Combo: Low MP xx qcf+K, followed by a whole bunch more Japanese.
ERICK:
Command Normals: Jumping d+HK. He also has a f+HP that the site does not mention here.
Close Anti-Air: Headbutt (stuff I can’t read), more stuff I can’t read.
Mid-Range Anti-Air: Standing LP
Long-Range Anti-Air: Far HK, Low MP, Standing HP
Combos:
Low LKx3 (link, not a chain) xx various specials
Low LK, Low LP, Low HK
hcf+MP, Dashing HP xx hcf+MP, f+HP xx qcb+P. I think the first blizzard has to be EX, and this may be corner-only.
Standing HP, Standing HP, f+HP xx qcb+P (a bunch of things I can’t read)
SHURA:
Command Normals: None
Close Anti-Air: Close MP, d,u+K
Mid-Range Anti-Air: Low HP
Long-Range Anti-Air: Far HP (autoguard!)
Combos:
Dashing HK or Close HP xx HK Tiger Knee (can’t read)
Close LK, Low MK xx Dash Straight (can’t read)
Tiger Knee -> Jumping HK (can’t read)
MUDMAN:
Command Normals: d/f+K. The site does not mention his f+HK here.
Close Anti-Air: Low HP, Close MP, Charge d,u+P
Mid-Range Anti-Air: Charge d,u+P
Long-Range Anti-Air: Neutral Jump HK, f+HK, d/f+K
Combo:
Close MP (can’t read) xx qcb+P or qcf+P
Infinite:
(can’t read) [Standing LK, Standing MK, f+HK] x N. It does not mention his divekick infinite in the corner, but that’s not really practical anyway.
Super Setups:
Need translation!
J.MAX:
Command Normals: d/f+K. His f+HK is not mentioned here.
Close Anti-Air: DP, Close HK
Mid-Range Anti-Air: DP, Neutral Jump HK
Long-Range Anti-Air: Low HK, Far HP
Combos:
Crossup HK, Close HK xx Tackle. I guess this guy didn’t know about the jump cancel…
Dashing Low MK, Low MK xx Tackle
Low LKx2 xx Super
Infinite:
I don’t know what this is trying to say. Standing LP, Low LP, Standing LP? That doesn’t work, so obviously it’s something else I’m missing.
RYOKO:
Command Normals: d/f+HP, d/f+HK, Wall Jump. No mention of f+MK or the difference between neutral HP and directional HP.
Close Anti-Air: DP, can’t read, ABC
Mid-Range Anti-Air: Far MP, ABC
Long-Range Anti-Air: Standing HK, Low HP, ABC
Combos:
Low MP, Far MP xx DP
Standing HK xx DP
Can’t read
Jumping HP, Dashing Low HP, Dashing HK, Dashing Low MP, Dashing HP (1 hit) xx DP
Infinites:
Dashing Low MP x N (very difficult)
Dashing Low HP or Dashing HK x N (crouching characters only)
CAPT.KIDD:
Command Normals: Jumping d/f+HK (this is actually a special move), f or b+HK. Does not mention f+HP.
Close Anti-Air: Shark Upper, Low HP
Mid-Range Anti-Air: Neutral HK, Far MP
Long-Range Anti-Air: Far HP
Combos:
Low LKx2, Low MK xx Pirate Ship
Jumping HK, Close HP xx EX Shark, wait a bit, Jumping HK, Close HP xx Spiral Kick
After throwing a LP Shark, dash in. If it hits, you can combo Low MK xx hcb+MK.
Infinite:
[Low HP (2 hits) xx Hop] x N. Contrary to what I believed, you can cancel the 2nd hit of low HP to ABC. It requires crazy timing, and I haven’t figured it out yet, but it’s possible.
Can’t read the stuff below, and I don’t think it mentions his other loops with the hop.
JACK:
Command Normals: Wall Jump. Does not mention the difference between neutral and directional HK or neutral and directional MP.
Close Anti-Air: Low MP, Directional HK, Neutral HK
Mid-Range Anti-Air: Neutral HK, Directional MP, Neutral MP
Long-Range Anti-Air: Neutral HK
Combos:
Neutral/Dashing HK xx qcb+K
Low LKx2, Low MP xx qcb+K
Dashing MK (can’t read), Low HK
Jumping HP, Standing MK, Neutral HK, Low MK -> d+ABC -> qcb+K. If this actually works, it would be on crouching big characters or something. The low MK cancel to d+ABC is cool, but not overly useful since qcb+K is unsafe.
Infinite:
Dashing LK x N (very hard, but makes for some nice rushdown even if you don’t combo)
RYOFU:
Command Normals: f+HP, f+HK
Close Anti-Air: Standing HK (yes, it hits right above him)
Mid-Range Anti-Air: Standing HP
Long-Range Anti-Air: Standing HP
Combos:
A bunch of text I can’t read, probably saying how he has no combos or something. Which would be rather wrong, but I’m not sure if that’s the case.
SON GOKUU:
Command Normals: Jumping d+MK, f+HP, f+HK. Can also crouch walk, which is not mentioned in the site.
Close Anti-Air: Standing HK (can’t read)
Mid-Range Anti-Air: Low HP (autoguard)
Long-Range Anti-Air: Far MK (autoguard)
Combos:
Jumping LP -> Jumping HP, Dashing Low HP -> Jumping HP xx Rock (corner-only)
f+HP xx d,u+P or DP+K
Low HP -> DP+LK or Jumping HP
Infinite:
Dashing Low LP x N (again, crazy difficult)
And finally, just for the lulz…
NEO-DIO:
Projectile Breakers: Neutral HK, Directional HK, Jumping MK
Autoguard Moves: None
Guard Crush: Low HP
Command Normals: d/f+K, Wall Jump
Close Anti-Air: Close HP
Mid-Range Anti-Air: Low HP
Long-Range Anti-Air: Neutral HK
Combos:
Low LKx2, Low MK xx qcf+K
Standing MK, Low LK, Low MK xx qcf+K
Anti-Air Combo:
Neutral HK -> d,u+K
Infinites:
[ABC -> Jumping HK] x N
Freeze Grab, above infinite