Stolen tables
K Nuke Manual Detonation Chart
Character | Can Run Under | Will Connect on Crouching Block? | Will Hit Neutral Crouch? | Notes |
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No | No | No | |
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No | Inconsistent | No | |
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Yes1 | Inconsistent | Inconsistent | |
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No | No | No | |
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No | No | No | |
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No | No | No | |
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No | Inconsistent | Depends on Idle Animation | |
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No | No | No | |
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Yes | No | No | |
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No | No | Depends on Idle Animation | |
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No | No | No | |
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No | Inconsistent | Depends on Idle Animation | |
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No | Yes | Almost Guaranteed | |
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Yes | No | No | |
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No | No | Depends on Idle Animation | |
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No | No | No | |
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Yes | Inconsistent | No | |
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Yes1 | Inconsistent | Inconsistent | |
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No | Yes | Yes | |
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No | Yes2 | Almost Guaranteed2 | |
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No | No | Almost Guaranteed | |
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Yes1 | Inconsistent | Inconsistent | |
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No | No | Depends on Idle Animation | |
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No | No | No | |
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Yes | No | No |
- 1: Can be hit during specific parts of running animation
- 2: Must detonate behind him
IK Chart
Data is from DL. If its wrong not my fault.
Some IK activation times were proven incorrect in the process of making this chart.
Character | IK mode activation | Startup | Total | Range | Zansei Rouga Punish1 | Notes |
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68 | 36 | 104 | Short | Kinda2 | |
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54 | 21 | 75 | Short-Fulscreen | Yes | Travels from edge of the screen, thus startup time can be misleading. Disables screen zooming until recovery. |
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90 | 28 | 118 | Long | No | |
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84 | 17 | 101 | Short-Fullscreen | Yes | Travels somewhat fast, max distance around 2/3 of the stage. |
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60 | 13 | 76 | Short-Medium | Kinda2 | Takes a few frames to reach max distance. Max is around roundstart. |
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94 | 56 | 150 | Short-Medium | No | Short at ground height. Roundstart distance at jump height. 0 frames post flash. |
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30 | 106 | 136 | Short | No | Activation is minimum charge time. Requires non jumpable state and has slow input. Executed fast will still be faster than Chipp's. |
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68 | 13 | 81 | Short | Yes | Very low profile frames during IK mode activation. |
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82 | 17 | 99 | Medium | Yes | |
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76 | 15 | 91 | Short | Yes | |
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54 | 17 | 71 | Short-Long | Yes | Travels pretty fast for slightly less than half screen. |
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54 | 17 | 71 | Short-Fullscreen | No | Travels fullscreen at speed slightly slower than CSE. |
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74 | 12 | 86 | Short-Fullscreen | Yes | Travels extremely fast for very slightly more than max screen distance. |
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100 | 23 | 123 | Short-Long | No | Travels relatively slowly for slightly more than half screen. |
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46 | 17 | 63 | Long | Yes | Punishes Kachoufuugetsu on IB. |
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70 | 16 | 86 | Short | Yes | Command grab. True reversal. |
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66 | 34 | 100 | Fullscreen | Yes | Tracks. |
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101 | 8 | 109 | Short | Maybe | Activation is time to reach level 3 from zero charge. Startup is Sakkai. Just for fun. |
EX ![]() |
76 | 8 | 84 | Short | Yes | Just for fun. |
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98 | 17 | 115 | Short | No | I swear framedata needs to be rechecked across the wiki. True reversal according to hitbox viewer. |
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80 | 18 | 98 | Short | Yes | |
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80 | 20 | 100 | Short-Medium | Yes | Travels pretty fast for slightly farther than roundstart. |
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76 | 15 | 91 | Medium | Yes | Its actually not that short just really high (which is still very bad). |
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60 | 32 | 92 | Medium | Yes | |
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44 | 26 | 70 | Short-Medium | Yes | Slightly longer than others in short category. Not a true reversal but invul is quite long. |
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76 | 5 | 81 | Very Short | Yes | Command grab. True reversal. |
- 1: Assuming not in IK mode beforehand.
- 2: Fifth hit misses on block so need to punish by crouching and jump FD fifth hit. All hits connect against Bridget on block if done point blank.
Notes on the chart:
1. Medium range means reaches roundstart. But I still managed to make that row an inconsistent and unreadable mess somehow.
2. Zansei Rouga row comes from Potemkin and Kliff IK activation being incorrect, but its still probably second best practical use of IKs, so I left it in.
CH Airthrow Combos
Yes they are real.
Note: Those routes are for when only airthrow counter hits. For when next hit(s) also CH I havent tested.
Those are all midscreen combos leading into reverse 1 hit sword oki. Multiple routes may work on some characters but only characters on whom combo is optimal will be listed. Optimal according to my testing at least.
Combo | Works on | Notes |
---|---|---|
AT > 6H > j.S(1)/(2) > j.D > dj.S(1) > j.H > SMS | AB, BA | j.S(1) on Baiken. j.S(2) on ABA. Undertested. |
AT > 5K > j.PPK > j.S(2) > dj.S(1) > j.H > SMS | AX, BR, ED, FA, JU, KL, PO, TE, SL, ZA | Omit one j.P on Bridget, add one on Potemkin. On Pot do j.P loops for better knockdown instead. |
AT > JI > 5P(1) > 5K > sj.PPPK > j.S(2) > dj.S(1) > j.H > SMS | AN, DI, JA, RO | Omit 5P on Dizzy and Jam. Add one j.P on Robo-Ky. |
AT > JI > 5P(1) / 2P > 5K > sj.PKPK > j.S(2) > dj.S(1) > j.H > SMS | JO, KY, MA, MI, HOS, SO, VE | 5P for Johnny and Sols, 2P for rest. Johnny is very hard to 1 hit, so I actually havent tested it, but probably possible. |
AT > JI > 2P > 5K > sj.PKP > j.S(1) > j.D > dj.S(1) > j.H > SMS | CH, IN |