System Data
Prejump:
Assist Cooldown:
Normal Attacks
Special Moves
Version | Damage | GuardHow this attack can be guarded. | SmashWhich type of cinematic this attack can trigger. | StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. | ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Invul. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Hell Strike | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
900 | High | - | 33 | 3 | 30 | -3 | 8-15 All | Rolling Crush | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
100*4, 700 | Allx4, Highx1 | - | 8 | 2,2,2,2(8)3 | 15 | -2 | - | 100*4, 900 | Allx4, Highx1 | - | 14 | 2,2,2,2(8)3 | 15 | -2 | - | 100*4, 1000 | Allx4, Highx1 | - | 10 | 2,2,2,2(8)3 | 15 | -2 | - | 820 (4 hits) | Allx3, Highx1 | - | 10,10 | (variable),3 | 15 | -2 | - | 820 (4 hits) | Allx3, Highx1 | - | 19,13 | (variable), 3 | 15 | -2 | - | 820 (4 hits) | Allx3, Highx1 | - | 10,14 | (variable), 3 | 15 | -2 | - | Perfect Attack | |||||||||||||||
1120 (3 hits) | All | - | 12 | 3 | 30(whiff), 13(block) | -2 | - | 1300 (3 hits) | All | - | 12 | 3 | 36(whiff), 14(block) | -3 | - | 1750 (3 hits) | All | - | 12 | 3 | 32(whiff), 16(block) | -1 | - | 950 (2 hits) | All | - | 12 | 3 | 26 | -13 | - | 950 (2 hits) | All | - | 12 | 3 | 32(whiff), 26(block) | -13 | - | 2210 (3 hits) | All | - | 12 | 3 | 32(whiff), 16(block) | -1 | - | Kamehameha | |||||||||||||||
1098 (5 hits) | All | - | 18 | 25 | 21(whiff), 33(block) | -16 | - | 1098 (5 hits) | All | - | 18 | 25 | 24(whiff), 36(block) | -19 | - | Psycho Crash | |||||||||||||||||||||||||||||||||||||||||||||||
1445 (9 hits) | Throw | - | 30 | 3 | 25 | - | - |
Assist
Super Moves
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L | 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
5LL | 5LLL[+] | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
5LLL | - | - | - | - | Sp |
2L[2*] | 5L, 2L[+] | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | Sp |
5M | - | 5MM[+], 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
5MM | - | 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
2M | - | 5M, 6M | 5H, 2H, 6H | 5S, 2S | Sp |
6M | - | - | - | - | - |
5H | - | - | 2H | 5S, 2S | Sp |
2H | - | - | - | - | Sp |
6H | - | - | 5H, 2H | 5S, 2S | Sp |
5S | - | - | 5H, 2H | 2S | Sp |
2S | - | - | - | - | Sp |
L | M | H | S | Cancel | |
---|---|---|---|---|---|
j.L[2] | j.L, j.LL[-] | j.M | j.H, j.2H | j.S | Jump, Sp |
j.LL | - | - | j.H, j.2H | j.S | Jump, Sp |
j.M | j.L | - | j.H, j.2H | j.S | Jump, Sp |
j.H | - | - | j.2H | j.S | Sp |
j.2H | - | - | - | - | Sp |
j.S | - | - | - | - | Sp |
- 5L and 2L can only be done for a maximum total of 2 times per string.
- For example, 2L > 2L works, but 2L > 5L > 2L doesn't.
- 5[S] can be inputted by either holding down the button or pressing each shot individually, whichever way it still counts as one move.
- j.LL is a special tracking j.M that's only available on air-to-air hit. Won't come out if j.M or a second j.L has been used in the string.
- 6H counts as a normal, while j.2M counts as a Special.
- X = X is available on hit or block.
- X[-] = X is only available on hit.
- X[+] = X is available even on whiff.
- X[#] = X can be used # times per string.
- Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.
Sources
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