Notes: Things labeled as invincible means, almost universally, on startup only. It is intended to be used as a reversal option. Also, despite how some of them look, all 6Bs are invincible to lows and are labeled as such. Anything in brackets [5C] means it needs to be held.
As always, if anything needs to be added/removed/corrected, please let me know and I shall amend it.
Updated: December 8, 2016-Revised a lot of text. Added and removed things where necessary. Added Assist section. Cleaned up the formatting a bit.
Characters
Shoku
Aisha/Kan'u
5A-Short Range. Hits up to 3x.
2A-Low. Short Range(about the same as
5A). Hits up to 3x.
5B-Decently tall hitbox. Fast.
F5B-Good ranged poke.
2B-Good poke but shorter than 5B.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter.
3B-Short range. Anti-air. Fatal
Counter/Launcher.
5C-Fatal Counter. Strongest Fatal Counter starter. Destroys projectiles.
F5C-Has a follow-up. Moves Aisha
forward. F5CC Mid. Second hit is a fatal if first did not connect. If
done on the last few frames of the attack the second hit can fatal
regardless if the first hit connected. Both hits destroy projectiles.
2C-Low. Long range. Slow startup. Heavy
damage. Knocks down on counter hit.
6C-Fatal Counter. Moves Aisha forward.
Destroys projectiles.
3C-Low. Moves Aisha forward. Fatal
Counter. Can be special canceled!
j.A-Overhead.
j.B-Overhead. Best air-to-air.
j.C-Overhead. Best jump-in. Can hit behind. Destroys
projectiles.
236ABCEX-Only speed of projectile
changes. EX is fastest, knocks down, and does more damage. EX eats
non-EX projectiles. Invincible.
214ABCEX-All overhead. Only range
changes. EX reaches farthest and is a Fatal Counter.
623ABCEX-Number of hits varies. A is
2 hits, B is 3 hits, C is 4 hits and can anti-air. Damage increases
slightly and lasts longer. EX hits twice but does the most damage.
Great anti-air due to invincibility.
Combo!
5C > 2B > 623C > F5CC > 3B > Full Burn
Rinrin/Chouhi
5A-Hits up to 3x.
6A-Short-range. Moves Rinrin forward.
2A-Hits up to 3x.
5B-Close-range. Terrible anti-air!
F5B-Good poke. Decent damage.
2B-Low. Good range.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter. Moves Rinrin forward.
3B-Anti-air. Fatal Counter. Launches on
Fatal.
5C-Close-range. Can be special
canceled.
F5C-Can be held. Heavy damage. Damage
increases when held for a moment. Fatal Counter when fully charged
but does no additional damage. Guard crushes at full charge.
Strongest Fatal Starter. Destroys projectiles.
2C-Airborne. Can avoid lows.
Short reach.
6C-Airborne. Can avoid some lows.
Fatal Counter. Moves Rinrin forward. Destroys projectiles.
3C-Low. Fatal Counter. Knocks down on
normal hit. Moves Rinrin forward. Can go under projectiles.
j.A-Can cross over.
j.B-Good jump-in. Can switch sides. Hits crouching while rising.
j.C-Good air-to-air and a good jump in. Can hit behind.. Can be special canceled. Destroys projectiles.
236ABCEX-Range differs. Hits up to 3x.
Aerial EX is an overhead. EX knocks down on normal hit. B, C, and EX
destroy projectiles. EX is invincible.
632146ABCEX-Damage varies. Unblockable
command grab. EX is invincible.
623ABCEX-Trajectory differs. A is a
great anti-air. C is a Low and goes under projectiles. Damage
increases in corner. EX is invincible and destroys projectiles.
Combo!
[F5C] > 2C > j.C > 6C > j.C > 3B > Full
Burn
5A-Short-Range. Hits up to 3x.
2A-Low. Longer range than 5A. Hits up
to 4x.
5B-Tall hitbox. Very short-range.
F5B-Long-range poke. Can avoid lows.
2B-Low. Decent range.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter. Moves Sei forward.
3B-Fatal Counter. Anti-air. Launches on
Fatal.
5C-Fatal Counter. Tall hitbox.
Strongest meterless Fatal starter. Destroys projectiles.
F5C-Long range. Heavy damage. Goes over
low attacks. Destroys projectiles.
2C-Huge vertical hitbox. Anti-air.
6C-Fatal Counter. Very active. Moves
Sei forward. Destroys projectiles.
3C-Low. Fatal Counter. Normal hit
knocks down. Moves Sei forward. Can be special canceled!
j.A-Overhead. Quick jab. Suprisingly
active.
j.B-Overhead. Decent air-to-air.
j.C-Overhead. Best Jump-in. Can switch
sides. Destroys projectiles. Hits crouching while rising.
236ABCEX-Damage differs. B, C, and EX
destroy projectiles. EX hits more times, and is invincible.
623ABCEX-Trajectory differs. A guard
crushes and can anti-air. C can slide under projectiles and is a low.
EX is a Fatal Counter and does more damage. A and EX miss crouching.
EX is invincible.
22ABCEX-Damage differs. Destroys
projectiles. EX does the most damage and is invincible.
Combo!
5C > j.C > 6B > 6C > 3B > Full Burn
Sui/Bachou
5A-Hits up to 3x.
2A-Low. Hits up to 3x.
5B-Close-range.
F5B-Decent reach and damage.
2B-Low.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter. Moves Sui forward.
3B-Anti-air. Fatal Counter. Launches on
Fatal.
5C-Airborne. Can avoid lows. Hits
up to 2x. Anti-air. Both hits can be special canceled.
F5C-Hits up to 3x. Third hit can miss
at max range. Destroys projectiles. Heavy damage.
2C-Great anti-air. Hits up to 3x. Third
hit can miss at max range. Destroys projectiles.
6C-Airborne. Can avoid lows.
Fatal Counter. Destroys projectiles. Strongest Fatal starter. Moves
Sui Forward.
3C-Low. Fatal Counter. Knocks down on
normal hit. Moves Sui Forward.
j.A-Overhead. Hits up to 3x.
j.B-Overhead. Good air-to-air.
j.C-Overhead. Best jump-in. Can hit
behind. Destroys projectiles. Can be special canceled.
236ABCEX-Can be held. Spear strike
damage differs. Range increases on full charge. Destroys projectiles.
EX eats non-EX projectiles. EX does the most damage, knocks down,
and is invincible.
214ABCEX-Distance varies. Great
anti-air. Holding increase range and damage. Can be followed-up even
on whiff. EX does the most damage and is invincible.
623ABCEX-Distance varies. Airborne.
Can avoid lows. Hits up to 3x. B and C versions can destroy
projectiles. EX hits once for heavy damage, knocks down, and is
invincible. EX is an overhead if done in the air.
Combo!
6C > j.C > 6C > 2C > 623C > 6B > j.C > 623C > 3B > Full
Burn
Gi
Gi
Karin/Sousou
5A-Hits up to 3x.
2A-Low. Hits up to 3x. Good reach.
5B-Close-range. Hits up to 2x. Both
hits can be special canceled.
F5B-Good poke. Can be special canceled.
2B-Same range as F5B. Hits up to 3x.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter.
3B-Fatal Counter. Tall and narrow
hitbox. Anti-air. Launches on Fatal.
5C-Close-range. Hits up to 5x. Destroys
projectiles.
F5C-Airborne. Can avoid certain lows.
Second and third hits are overheads. If only last hit connects, it
can be a Fatal. Can do heavy damage. Moves Karin forward a lot.
Destroys projectiles.
2C-Low. Short and small hitbox. Knocks
down on Counter-hit. Good damage.
6C-Fatal Counter. Airborne. Can avoid lows. Strongest normal Fatal starter. Moves Karin forward.
Very Active. Destroys projectiles.
3C-Low. Fatal Counter. Knocks down on
Normal-hit. Can be special canceled!
j.A-Overhead. Short-range.
j.B-Overhead. Best jump-in. Can hit behind. Hits crouching while rising.
j.C-Overhead. Hits up to 3x. Good
damage. Can cross over. Destroys projectiles.
j.2C-Can switch sides.
236ABCEX-Speed differs. EX goes
full-screen, knocks down, eats non-EX projectiles and is invincible. EX hits overhead if done in the air.
214ABCEX-Distance and damage differ.
B, C, and EX destroy projectiles. EX hits 5X, does the most damage,
and is invincible.
623ABCEX-Overhead. Distance differs.
All versions destroy projectiles. EX goes the furthest, does more
damage and is a Fatal Counter. EX is invincible.
Combo!
6C > 6C > F5C > j.C > 236A
> Full Burn
Shunran/Kakouton
5A-Good reach. Hits up to 4x.
2A-Hits up to 3x.
5B-Close-range. Hits 2x. Both hits can
be special canceled.
F5B-Can be special canceled.
2B-Low.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter. Moves Shunran forward.
3B-Anti-air. Fatal Counter. Launches on
Fatal. Moves Shunran forward.
5C-Close-range. Hits 6x. Can follow-up
with certain specials.
F5C-Destroys projectiles. Can be held.
Heavy damage. Slight charge does more damage. Fatal Counter on full
charge. Fatal does less damage. Full charge on normal hit does the
most damage. Full charge causes guard crush.
2C-Destroys projectiles. Great
anti-air. Can be held. Slight charge does more damage. Full charge
causes heavy damage and guard crush. Fatal Counter on full charge.
Fatal does more damage. Can be special canceled uncharged.
6C-Fatal Counter. Can be held. Slight
charge does more damage. Full charge causes heavy damage and guard
crush. Knocks down on normal hit. Shunran moves forward based on
level of charge.
3C-Low. Normal hit knocks down. Fatal
Counter. Can be special canceled!
j.A-Overhead.
j.B-Overhead. Best air-to-air. Can be
special canceled.
j.C-Overhead. Best jump-in. Destroys
projectiles. Always fires before landing. Does more damage on normal
hit if performed early. Fatal Counter if performed early. Fatal
Counter does less damage.
236ABCEX-Distance varies. Follow-ups
work even on miss. EX does more damage, destroys projectiles, and is
invincible.
214ABCEX-Damage and usage varies. B can
avoid lows. C is a good anti-air. B and C can cross over. A and EX
destroy projectiles. EX is invincible.
623ABCEX-Range, damage, and height
vary. Great anti-air. Knocks down. A has brief projectile
invincibility. EX hits multiple times and will fire regardless. EX
destroys projectiles and is invincible.
Combo!
[F5C] > j.C > j.B > 6C > 3B > Full
Burn
Shuuran/Kakouen
5A-Hits up to 3x.
2A-Low. Hits up to 3x.
5B-CLose-range. Hits twice. Both hits
can be special canceled.
F5B-Deceptive range.
2B-Same reach as F5B but worse damage.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter.
3B-Anti-air. Fatal Counter. Launches on
Fatal.
5C-Close-range. Hits twice. First hit
can be special canceled.
F5C-Good damage. Can be held. Partial
charge does more damage. Fatal Counter on full charge and even more
damage. Destroys projectiles. Full charge guard crushes.
2C-Low. Knocks down on counter hit.
Slightly less range than F5C. Can go under some projectiles.
6C-Airborne. Can avoid lows. Fatal Counter. Moves Shuuran forward. Destroys projectiles.
3C-Low. Knocks down on normal hit.
Fatal Counter.
j.A-Overhead. Very active.
j.B-Overhead. Best jump-in. Can hit behind.
j.C-Overhead. Best air-to-air. Can switch sides. Destroys
projectiles.
j.2C-Overhead. Easy to miss. Can switch sides.
236ABCEX-Trajectory differs. A travels
higher than B. C is useful for anti-airs. Can be held for slightly
more damage. Eats non-EX projectiles. EX does more damage, knocks
down, and is invincible. EX hits overhead if done in the air.
623ABCEX-Zones differ. Blockable
command grab if close. Also counters opponents. A counters aerial
attacks. B counters mid attacks. C counters lows. Fast, but not
invincible outside EX. Some attacks may not follow this logic.
214ABCEX-Range differs. EX does more
damage and tracks opponent. Can be jumped. Has some invincibility.
Combo!
[F5C] > j.C > 6C > j.C > 3B > j.C > 6B > Full
Burn
Nagi/Gakushin
5A-Short-range. Hits 3x.
2A-Short-range. Hits 3x.
5B-Close-range. Hits up to two times.
Both hits can be special canceled.
F5B-Decent range poke.
2B-Low. Same range as F5B but less
damage.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter. Moves Nagi forward.
3B-Anti-air. Fatal Counter. Launches on
Fatal.
5C-Close-range. Can be special
canceled.
F5C-Same range as 5/2B. Strongest
normal along with 2C. Destroys projectiles.
2C-Short-range. Strongest normal along
with F5C. Causes guard crush on crouching only.
6C-Short-range. Fatal Counter.
Strongest Fatal Starter. Moves Nagi forward. Destroys projectiles.
3C-Low. Same range as 2B/F5B. Normal
hit knocks down. Fatal Counter.
j.A-Overhead. Very active. Poor
air-to-air.
j.B-Overhead. Decent air-to-air and
air-to-ground.
j.C-Overhead. Hits up to 2x. Best
jump-in. Very active. Will always fire before hitting the ground.
Destroys projectiles.
236ABCEX-Range differs. A and EX have
brief projectile invincibility. B,C, and EX destroy projectiles.
Follow-ups: A is a low. B is a frame trap and guard crushes crouching
only. C combos and does more damage. EX goes furthest, hits 5x, is
invincible and does the most damage. EX can go through EX
projectiles.
623ABCEX-Damage and height differ. EX
does the most damage. B, C, and EX destroy projectiles. Great
anti-airs. EX is also invincible on the ground.
214ABCEX-Range, speed, and damage
differ. EX goes full screen, knocks down, and does the most damage.
EX eats non-EX projectiles. EX is invincible.
Combo!
6C > j.B > 5C > 236AC > j.C
> 3B > Full Burn
Go
Go
Renfa/Sonken
5A-Short-range. Hits up to 4x.
2A-Short-range. Hits up to 3x.
5B-Tall but narrow hitbox. So-so
anti-air.
F5B-Decent poke but lacks range.
2B-Low. Lacks range.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter. Moves Renfa forward slightly.
3B-Fatal Counter. Anti-air. Launches on
Fatal.
5C-Fatal Counter. Has a follow-up that
can be delayed. Hits up to 2x. Both hits cause Fatal.
F5C-Farthest reaching normal along with
2C. Destroys projectiles. Destroys projectiles.
2C-Low. Sweeps on Counter-Hit. Heavy
damage.
6C-Fatal Counter. Shorter range than
F5C. Moves Renfa forward. Destroys projectiles.
3C-Low. Sweeps on Normal-Hit. Fatal
Counter. Can be special canceled!
j.A-Overhead. Fast. Hits up to 3x.
j.B-Overhead. Best jump-in.
j.C-Overhead. Hits 2x. Best air-to-air.
Destroys projectiles.
236ABCEX-Uses differ. A hits 2x and
destroys projectiles. B counters mid and high but NOT 6B overheads.
Does not counter projectiles. C counters lows and 6B overheads. Does
not counter projectiles. EX hits 4x, destroys projectiles, and is
invincible.
214ABCEX-Overhead. Destroys
projectiles. Range differs. Desk has a hitbox. B and C are bad in the
corner and C can jump opponent midscreen. EX does the most damage,
knocks down, and is invincible.
22ABCEX-Damage differs. Superb
anti-air. B, C, and EX destroy projectiles. EX is totally invincible,
does most damage, and knocks down.
Combo!
6C > j.B > j.C > 5CC > 2B > 236A > 3B > Full
Burn
Shishun/Kannei
5A-Hits up to 3x.
2A-Hits twice only. Can special cancel
first hit.
5B-Close-range.
F5B-Deceptive range.
2B-Anti-air. Large hitbox.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter.
3B-Anti-air. Fatal Counter. Launches on
Fatal. Airborne. Can avoid lows.
5C-Guard Crushes.
F5C-Hits up to 4x. Airborne. Can
avoid lows. Moves Shishun forward. Destroys projectiles and can
anti-air.
2C-Low. Knocks down on counter hit.
6C-Fatal Counter. Moves Shishun
forward. Destroys projectiles.
3C-Low. Fatal Counter. Knocks down on
normal hit. Moves Shishun forward.
j.A-Overhead. Tricky, but can switch sides. Hits crouching while rising.
j.B-Overhead. Best jump-in. Can hit behind.
j.C-Overhead. Best air-to-air. Can hit behind. Hits up to 4x. Destroys projectiles.
j.2C-Overhead. Can hit behind. Slows
forward momentum.
236ABCEX-Range differs. A has brief
projectile invincibility. Has a follow-up: A is a low. B guard
crushes and is airborne. C is airborne and destroys projectiles. EX
is invincible and grants more damage and new properties. A Knocks
down. B is an overhead, destroys projectiles, and is a Fatal Counter.
C does increased damage.
214ABCEX-Range differs. Destroys
projectiles. EX eats non-EX projectiles. EX does more damage, knocks
down and is invincible.
623ABCEX-All versions are invincible. A
always moves left. B always stays put. C always moves to the right.
EX allows additional inputs A, B, or C and receives their respective
movement.
Combo!
6C > j.B > 6C > F5C > 3B > F5C > 5C > Full
Burn
Shaoren/Sonshoukou
5A-Hits up to 3x.
2A-Hits up to 3x.
5B-Close-range. Decent maximum
distance.
F5B-Can be special canceled.
2B-Low. More reach than [5B].
6B-Overhead. Airborne. Can avoid lows.
Decent sized hitbox. Fatal Counter.
3B-Decent sized hitbox. Anti-air. Fatal
Counter. Launches on Fatal.
5C-Close-range. Tall hitbox. Can
anti-air. Guard crushes crouching only.
F5C-Long range. Certain lows can go
under it. Lots of recovery. Destroys projectiles.
2C-Anti-air. Moves Shaoren back. Poor
range on the ground. Destroys projectiles.
6C-Airborne. Can avoid lows.
Fatal Counter. Strongest Fatal starter. Moves Shaoren forward.
Dashing removes startup. Destroys projectiles.
3C-Low. Knocks down on normal hit.
Fatal Counter. Can be special canceled!
j.A-Overhead. Good jump-in. Fairly
active. Hits crouching while rising.
j.B-Overhead. Best air-to-air.
j.C-Overhead. Best jump-in. Can hit behind. Destroys projectiles.
236ABCEX-Range differs. Has up to 2
follow-ups. Large hitbox can anti-air and hit behind. All second and
third hits destroy
projectiles. EX has a different ender that tracks. EX does more
damage, knocks down, destroys projectiles, and is invincible.
214ABCEX-Range differs. Has up to 3
follow-ups. Follow up A has the most range. B moves Shaoren forward
and guard crushes. C has the tallest hitbox and knocks down. All
versions and follow-ups destroy projectiles. All EX follow-ups knock
down. EX is invincible.
623ABCEX-Range differs. All versions
are projectile invincible and unblockable. Can grab airborne
opponents low to the ground. EX has the biggest hitbox and does
slightly more damage.
Combo!
6C > j.C > F5B > 214BA >
j.C > 5B > 214BB > 6B > Full Burn
Minmei/Shuutai
5A-Hits up to 3x.
2A-Hits up to 4x.
5B-Close-range.
F5B-Good poke. Has a follow-up 214ABC.
2B-Low. Has a follow-up 214ABC.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter. Moves Minmei forward.
3B-Anti-air. Fatal Counter. Launches on
Fatal.
5C-Close-range. Fatal Counter.
Strongest Fatal starter. Can anti-air. Has a follow-up 214ABC.
F5C-Heavy damage. Has a follow-up
214ABC. Destroys projectiles.
2C-Heavy damage. Has a follow-up
214ABC. Destroys projectiles.
6C-Fatal Counter. Moves Minmei forward.
Destroys projectiles.
3C-Low. Sweeps on normal hit. Fatal
Counter. Moves Minmei forward.
j.A-Overhead. Fairly active.
j.B-Overhead. Best jump-in. Hits crouching while rising.
j.C-Overhead. Best air-to-air. Can hit
behind.
236ABCEX-Take-off angle and kunai angle
differ. EX is an overhead, does more damage, is invincible, and
knocks down. EX eats non-EX projectiles. EX has projectile
invincibility.
632146ABCEX-Damage differs. Surprising
reach. Unblockable. EX does the same damage as C version and is
invincible.
623ABCEX-Damage differs. Has a
follow-up on hit. Great anti-air. Destroys projectiles. EX does the
most damage and is invincible.
Combo!
5C > j.B > 5C > j.C >
F5C-214X > 3B > j.C > Full BurnTou
Ren/Ryofu
5A-Short-range. Hits 3x
2A-Short-range. Hits 3x
5B-Short-range. Fast.
F5B-Long-range. Misses crouching far
away. Great poke.
2B-Low. Decent poke.
6B-Overhead. Airborne. Can avoid lows.
Fatal Counter. Moves Ren forward.
3B-Anti-air. Tall hitbox. Fatal
Counter.
5C-Max distance is pretty far. Good
damage. Destroys projectiles.
F5C-Minimum distance is far. ABSURD
DAMAGE. Moves Ren forward slightly. Destroys projectiles. Guard
crushes crouching only. Does not hit up close.
2C-Tall hitbox. So-so anti-air. Moves
Ren forward. Destroys projectiles.
6C-Fatal Counter. Very active.
Strongest meterless Fatal. Moves Ren Forward. Destroys projectiles.
3C-Low. Normal hit knocks down. Fatal
Counter. Moves Ren forward. Can be special canceled!
j.A-Overhead. Short-range. Fairly
active.
j.B-Overhead. Best jump-in. Hits crouching while rising.
j.C-Overhead. Best air-to-air. Destroys
projectiles.
j.2C-Overhead. Can hit behind. Good
damage. Destroys projectiles.
236ABCEX-Damage and range differ. Lots
of knockback. Destroy projectiles. Guard crushes crouching only. C
brief projectile invincibility. EX does the most damage but has
slightly less range than C. EX does not fire if too far. EX is a
Fatal Counter. EX is invincible.
623ABCEX-Damage differs. EX is an
unblockable command grab. Great anti-air.
214ABCEX-Has follow-up attacks. Range
differs. B, C, and EX destroy projectiles. EX hits 5x and is
invincible.
Combo!
6C > Backdash > F5C > j.C > 3B >
back up > Full Burn
Assists
Shoku
Shokatsuryou/Shuri
Hits up to 3x.
Travels about 3/4 of the screen.
Can be followed up.
Damage varies slightly sometimes.
Can be jumped over.
Gives a hard knockdown.
Eats non-EX projectiles.
Houtou/Hinari
Hits full screen.
Binds opponent temporarily.
Can be jumped.
Allows for simple follow-ups.
Causes a wall-bounce in the corner for
additional damage.
Gives a hard knockdown.
Eats non-EX projectiles.
Gi
Jun'Iku/Keifa
Places a pitfall trap on the screen
directly in front of opponent. If point-blank it will be under the
opponent.
Can be blocked.
Best used when opponent is airbourne to
reduce the chances of them seeing it.
Can be followed up.
Gives a hard knockdown.
Tei'Iku/Fuu
Gives a fixed distance attack in front
of the player up to about half screen. Tracks opponent from maximum
to minimum.
Very hard to impossible jump over it. I
tried a few times, I never made it.
Can be followed up.
Gives a hard knockdown.
Destroys Projectiles.
Go
Shuuyu/Meirin
Gives a fixed distance attack in front
of player. Reduces minimum distance after distance to target is less
than maximum. Maximum distance is almost full screen.
Cannot be jumped over.
Can be followed up.
Gives a hard knockdown.
Eats non-EX projectiles.
Yasha/Ashe
Can hit up to 3x.
Item trajectories vary slightly but
damage is always the same.
Can randomly miss. But goes
full-screen.
Can be followed-up.
Can be jumped but success is random.
Eats non-EX projectiles.
Tou
Chinkyuu/Nenene
Summons a drop-kicking pal!
Can be jumped.
Slight delay.
Can be followed up.
Gives a hard knockdown.
Destroys projectiles.
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