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Revision as of 07:12, 24 March 2021
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Matchups | Forums | Videos |
Template:CharaOverview HELLA WORK IN PROGRESS
Normal Moves
Ground Normals
5P
- GGXXACPR OSol 5P-Hitbox.png
Standard jab and occasional poke, overall a pretty niche tool in EX HOS' kit. Useful for frame traps, tick throws, etc.
- Better than average startup. Can tag a lot of beefier moves during their startup or cooldown.
- Clutch Anti-air, but lacks the vertical coverage of 5K/2H.
- Strong burst bait tool due to its overall low recovery time.
- Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.
Establishes offense. Gatling into it from 2P > 2K, if the opponent has been conditioned to block high in reaction to standing animations.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
- 80% proration (no proration in DI).
5K
Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.
- Works as a frame trap tool after EX HOS does a safe poke.
- Preferred normal to OS with EX HOS's throw.
- Note: a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.
On air hit, 5K is confirmed from with 2H or a j.P/j.K into a standard air combo > VV.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D
c.S
EX HOS's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of EX HOS's lower level buttons, useful mid combo as a confirm/filler/stopping point.
- Recovers quickly enough that 5K(1) > c.S lets you confirm a hit or a burst.
- Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)
Can lead to Dustloops, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a j.D for a high damage Dustloop. In the corner, you'll usually start your loops with c.S > 6P.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D
f.S
The one normal EX HOS shares with HOS
- Relatively slow and with a hurtbox extension, limited but available uses as a poke.
- Baits 5F reversals when timed meaty for the last active frame.
5H
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.
- Combos into Rock-iT up close or from a long-range counter hit, giving a plus frame ender
- Confirms into FB Fafnir or FB Gunflame to either give a high damage knockdown or launcher into dustloop
- Can frame trap out of 6P's extended cancel window.
On CH against standing opponents, leads to Instant Air Dash > j.S > stuff > dustloop, 5H goes into IAD j.P or j.K against airborne opponents, or after a confirm of xx > 6P > 5H when the 6P is landed somewhat close. Just don't get predictable with airdash pressure.
Gatling Options: 2H, 5D, 2D
5D
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest 5Ds in the game. Sol's only grounded overhead.
- Leads to significant damage and a knockdown, especially with an Impossible Dust.
- Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.
- Substantially better in DI due to being safe, and on the cusp of unreactable.
Don't get predictable. 5D's range is only slightly farther than Wild throw and it is highly telegraphed.
- Knocks down face up on CH.
- In CH state from Frames 1-30.
2P
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.
- Safe to 95% of reversals when properly meatied.
- Can be OS'd with [2P]~5K/c.S/2H for confirms and baits.
2P mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with 2H or c.S to bait bursts.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
- 80% proration (no proration in DI).
2K
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.
- Tags people standing or attempting to fuzzy jump.
- Frame traps into 6P or a late c.S/f.S. Strong natural frame trap in 2K > 2S.
Fairly standard low poke tool, but active enough to serve as a safe meaty. Prorates very hard, combos off this starter only do slightly more than a corner throw combo
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
- 60% proration.
2S
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool.
- Strong low reaching poke due to hitbox/hurtbox ratio.
- Links into P and K normals and c.S on late hits.
- OS: 5P/2P/2K > 2S is a natural frame trap on block, will combo on hit. Also works if delayed from 5K.
Discourages button pushing when properly spaced. Timing 2S ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.
Gatling Options: 5H, 2H, 5D, 2D
2H
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.
- Beats many moves and scores CH due to the strong hitbox, and the hitbox is improved from regular sol (less head vulnerability and reaches lower). Trades in EX HOS's favor most of the time. Burst safe if jump cancelled on CH.
- Fast enough to combo off of level 1 buttons.
- Special cancel window extends into its recovery frames.
- Can be OS'd with 5P/2P to bait bursts mid combo.
Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.
.
Gatling Options: 5D, 2D
- Floats on CH (untechable for ~30F(just a placeholder for now))
- 90% proration.
2D
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.
- Can go under bursts, Stun Edges, Johnny ranged pokes, other sweeps, etc. Will even score counter hits against some jump-ins.
- Special cancel window extends into its recovery frames.
- Needs to use meter to start a dustloop, either with gunflame frc, fb gunflame, fb fafnir or bandit revolver rc
Doesn't combo into EX HOS' tyrant rave, so no burst safe kills with EX HOS off 2d
- Knocks down face down.
- Frames 4-23 [3-15] low stance.
- 90% Proration.
6P
Prime corner combo launcher and counter hit fishing button, 6P beats out many poke attempts and confirms from nearly anywhere on counterhit.
- Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.
- Can be cancelled at any point during its recovery.
- Clutch Anti Air.
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.
- Knocks down face up, face down after wallbounce.
- Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility.
- Frames 9-13 [5-7] above the knees invincibility.
- Wall bounces on hit (untechable for 30 frames).
- 90% proration (no proration in DI).
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
6H
- GGXXACPR OSol 6H-Hitbox.png
First hit (Frame 13)
- GGXXACPR OSol 6H-2-Hitbox.png
First hit (Frame 14)
- GGXXACPR OSol 6H-3-Hitbox.png
First hit (Frame 15)
- GGXXACPR OSol 6H-4-Hitbox.png
First hit (Frame 16)
- GGXXACPR OSol 6H-5-Hitbox.png
First hit (Frame 17)
- GGXXACPR OSol 6H-6-Hitbox.png
Second hit (Frame 18)
Occasional ranged button, Not particularly strong by itself.
- Decent stun and damage, but not able to launch without meter
- Cancel window lasts until the end of recovery for late frame traps.
- Pushes EX HOS' hurtbox pretty far forward, CH state for the whole move.
6H will get counter hit very easily if used poorly. It is EX HOS' highest damage starter if you have meter for fb gunflame in the corner. Be very cautious about using this move.
- Dizzy modifier x1.5.
- In CH state for entire duration.
Air Normals
j.P
Fast, general use air normal with a very active hitbox, and which shrinks EX HOS' hurtbox, letting it beat a lot of moves. One of EX HOS' best.
- Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.
- Can let EX HOS sneak past some Anti Airs due to the hurtbox change.
The Hurtbox shrinkage can let you do lower airdash crossup setups. Deceptively excellent.
Gatling Options: j.P, j.K, j.S, j.H
j.K
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.
- Mostly for filler in dustloops, especially when scaling is too high for j.S/H/D to connect.
- Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.
- Can be used to make iad confirms off midscreen fb gunflame slightly easier, even if it scales your damage
Useful j.P or j.S. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a j.P to catch them trying to hit buttons. Try not to whiff it.
Gatling Options: j.P, j.S, j.D
j.S
Main safe jump tool. Passable jump-in
- Occasionally works as a crossup out of a backwards airdash.
- Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.
Don't get 6P'd. Landed as a crossup, converts into land > c/f.S > 5H > FB Gunflame or Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.
Gatling Options: j.K, j.H, j.D
j.H
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.
- The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
- Links into any jumping normal on hit.
- Hit meaty and high enough off the ground, EX HOS' can airdash immediately afterwards for an airdash mixup.
Very difficult to contest in any regular fashion. The recovery makes opponents tear out their hair. One of EX HOS' most used air options.
- Untechable on air hit for 17F. If only the first hit counterhits, untechable for 60f
j.D
Large, damaging move with abnormally high untechable time that loops into itself, for the titular DUSTLOOP.
- Launches on hit, useful in airdash and corner combos.
- Fullscreen conversions on counter hit due to wallbounce.
- Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.
Almost entirely responsible for EX HOS' obscene damage output. Get up to 4 dustloop reps one combo with a 3-hit prior starter. Teyah them to death.
- Blowback on normal hit (untechable for 27F).
- Wall bounces on CH (untechable for 54F).
- Additional 5F landing recovery.
- 90% proration.
Universal Mechanics
Throw
Full force headbutt that converts for free in the corner.
- Knocks the opponent across the screen, wall sticking if they reach the corner.
- Important for HOS's mixup. Leads to a short combo, or knockdown + oki.
- Comes with an extremely harsh prorate.
Additional Frame Data: Wall sticks opponent on hit (untechable for 40F, sticks for 30F). Forced prorate 40%. When the wall stick occurs, Order-Sol can move 18F before the opponent.
Air Throw
High floating exploding airthrow.
- Leads to a free followup combo or ample time for charge and oki.
- One of HOS's most reliable Anti-Air options due to his low jump.
- Needs charge midscreen for longer combos, but scores similar combos to regular throw in the corner.
- Similarly to Sol's airthrow, this can be bursted on hit, but it'll whiff and just give you a free reset.
Additional Frame Data: Floats opponent on hit (untechable for 60F). Floats opponent high and fully untechable on CH. Forced prorate 50%.
Dead Angle Attack
Very good, fast DAA with decent range, and causes a close knockdown on hit.
- Doesn't knock the opponent very far back on hit, allowing for a good oki setup.
- Can convert with microdash 5K on counter hit.
- Unsafe and easily punished if baited. A pretty good DAA overall.
Additional Frame Data: Fully invincible 1~9F. Throw invincible 10~19F. Initial prorate 50%. Knocks down opponent on ground hit.
Special Moves
Special Skill
Running > P/K
Strong, invincible dash attack which is very difficult to contest.
- After running for a minimum of 20 frames, press either P or K.
- Good tool at full screen or from a knockdown.
- Once the conditions are met for this, the opponent will have to guess between an invincible attack or a potential throw.
Gun Flame
236S/H
- Full screen fireball
- S version travels quite slowly, H much faster
- H version has significantly more startup and recovery
- Possible to have 2 fireballs on screen at once, either throwing them from fullscreen or fireball frc fireball
- Up close to EX HOS it is actually 2 hits, it is possible with good timing to blow through other fireballs like stun edge
- Use frc to pressure or combo lightweight characters if fb gunflame launches them too high
Volcanic Viper
623S/H (Air OK)
Godly DP with a massive hitbox. The greatest. Ever. No followup kick, but gains an frc point (!!)
Ground S: Lower to the ground version.
- Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.
- Tied for the slowest version of the move at 7F, but with some of the most invulnerability.
- Has very very low untech, just like reload sol S VV
- Note - all grounded versions: must be jump installed in order to airdash or double jump on RC.
Breaks through even the smallest gaps. Commands respect in order to be completely baited.
Air S: Easy air combo ender. Has a lot of untech, possible to link 5k in the corner after a short air combo
- Also works as an air reversal, but is air blockable without FD, and is only strike invuln.
- Completely cuts EX HOS' air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.
- This RC will make EX HOS fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...
- Can convert to longer combos if the first hit is RC'd.
Ground H: Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.
- Slightly faster and more damage than the S version.
- Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.
- Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.
Air H: Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.
- Also air blockable without FD.
- Similarly to j.SVV, cuts air momentum when RC'd on the first hit.
Rock It
214S
An essential advancing attack. Can tag jumpouts and get EX HOS closer to where he wants.
- Used at the end of pressure strings due to being +3.
- Helps get in, but use with caution, as it can be counter-poked/low-profiled/6P'd if used too recklessly.
- Starts offense or establishes pressure on contact.
- Floor slides on CH for bigger conversions.
- Useful as a meaty to frame trap
Bandit Revolver
236K (Air Ok)
Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.
- Leads to a safejump setup on knockdown.
- Minute startup invul can make it a psuedo-reversal.
- Keeps opponents grounded, though throw punishable if blocked standing.
- Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.
- Also used to get a knockdown after 3 reps of dustloop
- Possible to loop bandit revolver in the corner against light/some middleweight characters, up to 3 reps. Builds a ton of meter and knocks down, but lower damage than other EX HOS combos
Combo filler for high meter gain, and tool for shooting across the stage. Reload Sol version of air BR
- First hit has very low untech, making air BR often not combo to the 2nd part if the first hit connects
- 2nd part has up to 5 hits with very low untech. Usually your highest damage air combo ender when you cannot get a knockdown
Riot Stamp
214K
Silly overhead transport attack. Awful move, except when it's amazing.
- Hits on 14f when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.
- Airborne on frame 1, gets you out of dodge when used properly.
- Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit.
- Can be FRC'd right before it goes active to fake into a low, or right as it hits (if early enough) for unusual conversions.
- 6P bait. Don't do it fullscreen or you're going to die.
Force Breaks
Fafnir
63214D
A fantastic, fear inducing move. EX HOS gains the insane ability to cancel into this move!
- Half screen low that comes out on Frame 10, can tag very unexpectedly.
- Lower body invincible to go over low poke attempts.
- Knocks down on hit for 70 damage, or converts to around 200 damage out of simple IAD confirms, without resources.
- Floats higher on CH, leading to Dustloops and even higher damage.
- Can't be cancelled into, so Fafnir will commonly see use in neutral, or after a short charge cancel.
- Loses to standing pokes if improperly spaced, and will get reversal'd if used predictably.
- Extends its hurtbox before going active. Use it at the right range to become truly terrifying.
Volcanic Viper
623D
- GGAC OSol-EX 623D.png
No need for Dragon Install
To make up for his lack of Dragon Install, EX Hos was given DI Volcanic Viper as a Force Break.
Gun Flame
236D
- GGAC OSol-EX 236D.png
Big Boy Gun Flame
Literally just Level 1 Savage Fang from normal HOS
Overdrives
Tyrant Rave
632146H
Mediocre super, but tacks on some great damage and knocks down.
Dragon Install Sakkai
6321463214S, then P,K,S,H,D,K,S, 632146H
Fully cash out to make sure they're dead.
- Nod to Deadly Rave. Costs 100 tension.
- Deals 40-50% of a character's life bar raw when at full health.
- Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches.
- Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.
- Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed.
- How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion.
- Hit the buttons in time with the preceding hit: P, K, S, H, D (slight pause), K, S, 631246H.
- The sequence can be dropped intentionally at certain points and linked into other normals, but this is purely for swag.
Additional Frame Data: 1st hit staggers opponent on hit (Max 125F). 10th hit blows back opponent and is fully untechable. 10th hit has chip damage x1.5. Untechable for 100F. 2nd hit onwards ignores OTG. Order Sol is in CH state during move. If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery 56F).
Combo List
This is not the Be All End All of HoS combos, this is just to give a overview of his combos, both easy and hard, most of the ones I would consider essential, and a few outliers and oddballs to get people thinking about combo theory. Its much more important to understand the combo theory of HoS with (Starter)->(Linker)->(Ender) and how each part enables different parts, than to learn these combos verbatim, but this will at least give you a place to start.
Combo | Position | Meter | Charge | Damage | Works on: | Difficulty | Notes |
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5K/2K > c.S/2S > 2D | Anywhere | 0 | 0 | 59 | All | Very Easy | Scores knockdown for Charge, basic or GB crossup okizeme. Use when you don't have running momentum. |
5K/2K > c.S > 2S > 2D | Anywhere | 0 | 0 | 75 | All | Easy | Scores knockdown. Better GB crossup okizeme potential. Use when you do have running knockdown to space yourself for GB oki |
5K > c.S > BHB lv1 (2 hits) > ACFRC, 5K > c.S > 2D | Anywhere | 25 | 0 | 97 | All | Easy | 2 hit confirm from 5K for building charge. Easy version of the combo. Customizable depending on your comfort level with links post BHB, notably dropping the ACFRC for microdash and getting the KD meterless. If you don't have enough momentum to get 5K after the BHB, either dash in for it, or use 2S > 2D |
CH 6K > CC, Fafnir | Anywhere | 25 | 0 | 94 | All | Very Easy | Simple 6K CH combo. 6K CC gives you enough time to hit confirm block or CH, and fafnir is an easy link. Do 6K > 6H without meter. Needless to say, you can optimize this further, but this is a good starter. |
CH f.S/2S > 6H | Anywhere | 0 | 0 | 88 | All | Very Easy | Your main poke combo. Learn to hit confirm the CH, although doing it on normal hit isn't too bad to keep your opponent in check, just beware the counterplay. |
2H > RC > 5K > c.S > 2S > 2D | Anywhere | 50 | 0 | 97 | Any | Very Easy | Super easy non-CH route for 2H conversion, gets you KD, can't really complain. |
CH 2H > dash j.H > j.D > dj.H > j.D ▷ j.H > j.D > dj.H > j.D | Corner | 0 | 0 | 192 | All | Hard | See Double Dustloop Notes |
Air CH 5H > CC > dash j.H > j.D > dj.H > j.D ▷ j.H > j.D > dj.H > j.D | Corner | 0 | 0 | 215 | All | Hard | See Double Dustloop Notes |
5D >> [9] > FD-> j.D ▷ j.H > j.D > dj.H > j.D | Anywhere | 0 | 0 | 117 | All | Easy | Impossible dust combo. Actually easier than the normal dust combo IMO. |
5D >> [9] > j.H]9[ > dj.H ▷ j.H > j.D > dj.H > j.D | Anywhere | 0 | 0 | 117 | All | Easy | Secondary ID combo. Use if you find the above one too finnicky for lightweights. Some people say this is even easier than the above one, so ymmv. |
Ending with 2D > BHB/RI | Anywhere | 0 | 0 | 78~ | All | Very Easy | Easy combo to set up everything you need. AC the special to get charge, or don't to tech chase. Both ACRFC and RC give better route extensions off this too, so be creative. |
CH 2D > 5K > c.S > 5HS > SJIAD j.K > j.S > SV | Midscreen | 0 | 0 | 148 | All | Medium | Standard CH 2D float combo. Works on everyone unlike the non-CH version. |
j.PxN > j.K > dj.K > j.S > SV | Anywhere | 0 | 0 | 80~ | All | Easy | Basic air catch combo. Can AC the SV in relative safety against most chars. |
Throw, dash j.H > j.D > dj.H > j.D | Corner | 0 | 0 | 100 | All | Easy | Basic throw combo. If the opponent wallspats low or has a funky hurtbox, you can use c.S to pop them us first, then replace the first j.H with j.S. End in BRP for damage ender, or land then neutral jump 6 + j.H for a tech trap. |
Throw, dash j.H > j.D > dj.H > j.D ▷ c.S > SJ j.S > j.H > j.D | Corner | 0 | 0 | 121 | All | Medium | c.S relaunch combo for throw. Gives up tech positioning, but tacks on a respectable amount of damage for a throw. |
Throw, 6H | Corner | 0 | 0 | 81 | All | Easy | HKD ender for throw. Up close the 6H is universal, further out it gets char specific. |
Fafnir > 662S > 5H > SJIAD j.K > j.S > SV | Anywhere | 0 | 0 | 183 | All | Medium | Dash 2S 5H is sometimes distance specific. Most of the time you should be able to convert it. Because Fafnir KDs, this combo works basically anytime you use fafnir. |
CH Fafnir > dash j.H >j.D > dj.H > D > BRP | Anywhere | 0 | 0 | 192 | All | Medium | Much easier to do than GB. |
CH Fafnir > dash j.H > j.D > dj.H > j.D ▷ j.H > j.D > dj.H > j.D | Corner | 25 | 0 | 238 | All | Hard | See Double Dustloop Notes |
GB > dash j.H > j.D > dj.H >j.D | Anywhere | 0 | 0 | 137 | All | Medium | Dustloop off GB. To get a sense of timing of j.HS, your opponent's falling state should be head down feet up. |
CH GB/Air CH 5H > delay dash c.S > 5H > SJj.S > j.H > j.D | Midscreen | 0 | 0 | 152-175 | All | Medium | Timing sensitive on dashing c.S. CH 5H is much easier to do. |
General Tactics
System Data
Normals
- Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Universal Mechanics
Specials
Name | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | 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. | Inv.Invincibility | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes. C - Chain cancellable (into itself) S - Special/Overdrive cancellable J - Jump cancellable R - Roman cancellable F - Force Roman cancellable |
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. |
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Gun Flame 236P
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Gun Flame (DI) 236P
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Gun Flame (Feint) 214P
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S Volcanic Viper 623S
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S Volcanic Viper (DI) 623S
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H Volcanic Viper 623H
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H Volcanic Viper (DI) 623H
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Air S Volcanic Viper j.623S
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Air H Volcanic Viper j.623H
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Air Volcanic Viper (DI) j.623S/H
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Knockdown/Tataki Otoshi VV > 214K
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Grand Viper 214S
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Bandit Revolver 236K
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Bandit Revolver (DI) 236K
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Air Bandit Revolver j.236K
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Bandit Bringer 236[K]
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Riot Stamp 214K
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Wild Throw/Bukkirabou ni Nageru 623K
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Sidewinder j.236H
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Fafnir 41236H
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Slam/Tataki Otoshi j.214K
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Force Breaks
Overdrives
Instant Kill
- How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F.
- *1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)
- *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84
- *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
5K | 6P | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S | 2H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H, 6H | 5D, 2D | Sp |
2S | - | - | - | 5H, 2H | 5D, 2D | Sp |
5H | - | - | - | 2H | 5D, 2D | Jump, Sp |
2H | - | - | - | - | 5D, 2D | Jump, Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | homing jump | |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P | j.K | j.S | j.H | - | Sp |
j.K | j.P | - | j.S | - | j.D | Sp |
j.S | - | j.K | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Jump, Sp |
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
CWheezy) | USA | GGPO | - | Active | |||
Orrax Luke | USA | GGPO | - | Active |
NOTE: These tables are still WIP
External References
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •