Finally Done: Juggle mechanics guide
Finally Done: Juggle mechanics guide
[spoiler=Abel]
Abel
Crouch Fierce: Down + HP
1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float
Rekka: All Variations
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Auto - Auto
Wheel Kick Normal
JP0 - Stun - HKD
Wheel Kick: EX
1st: JP0 - Stun - HKD
2nd: JP1 - Stun - HKD
Falling Sky
JP0 - N/A - Auto
EX Falling Sky
JP1 - N/A - Auto
Super - Heartless
JP0 - Auto - Auto
Ultra 1 - Soulless
JP1 - Auto - Auto
[/spoiler]
[spoiler=Adon**]
Adon
Close HK: Roundhouse
JP1 - Stun - Reset
Far HK: Roundhouse
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
Jaguar Kick: LK MK HK (Ground & Air)
JP0 - Stun – Reset
EX Jaguar Kick: EX
1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - SKD
EX Jaguar Kick: EX Air
1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - HKD
Rising Jaguar: LK & MK
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Rising Jaguar: HK
1st: JP0 - SKD - SKD
2nd: JP 2 - SKD - SKD
Rising Jaguar Kick: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Jaguar Tooth: LK MK HK
JP0 - Stun - SKD
Jaguar Tooth: EX
JP1 - SKD - SKD
Super - Jaguar Varied Assault: Standard
1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - Crumple - Wall
Super - Jaguar Varied Assault: Thousand Jaguars
1st - 17th: JP1+ - Stun - SKD
18th: JP1 - SKD - SKD
*Mash LP/MP/HP for max hits
Super - Jaguar Varied Assault: Jaguar Assassin
1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD
Ultra1 - Jaguar Revolver:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Auto - HKD+
Ultra 2 Jaguar Avalanche:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - N/A - Auto
[/spoiler]
[spoiler=Akuma]
Akuma
Gohadouken: Normal
JP0 - Stun - SKD
Gohadouken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Shaku: LP
JP2 - SKD - SKD
Shaku: MP
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shaku: HP & EX
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD
Zanku Hadouken: All
JP0 - Stun - SKD
Goshoryuken: LP
JP0 - SKD - SKD
Goshoryuken: MP
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Goshoryuken: HP
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD
Goshoryuken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD
Demon Flip: Palm
JP0 - HKD+ - HKD+
Demon Flip: Dive Kick
JP0 - Stun - Reset
Demon Flip: Sweep
JP0 - HKD+ - HKD+
Tatsu: LK
JP0 - Float - Float
Tatsu: MK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Tatsu: HK
1st: JP0 - Stun -SKD
2nd: JP1 - SKD - SKD
3rd: - JP1 - SKD - SKD
Tatsu: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun - SKD
5th: JP5 - SKD - SKD
Tatsu: All Air
1st: JP0 - Float - Float
2nd: JP0 - Float - Float
Tatsu: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
Ultra - Demon Armageddon:
JP0 - Auto - Auto
[/spoiler]
[spoiler=Balrog]
Balrog
Buffalo Head: All
JP0 - SKD - SKD
Dash Straight: All
JP0 - Stun - SKD
Dash Low Straight: All
JP0 - HKD+ - HKD+
Dash Upper: All
JP0 - Stun - SKD
Dash Swing Blow: All
JP0 - Stun - SKD
Dash Low Smash:
JP0 - SKD - SKD
Super - Crazy Buffalo*: Kick version only
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun – SKD
*Punch Version is JP0
Ultra - violent Buffalo: Punch Version
1st hit: JP1 - Stun - SKD
2nd - 8th: JP0 - Stun- SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD
Ultra - violent Buffalo: Kick Version
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2+ - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP3+ - Stun - SKD
6th: JP3 - Stun - SKD
7th: JP4+ - Stun - SKD
8th: JP4 - Stun - SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD
[/spoiler]
[spoiler=Blanka**]
Blanka
Electric Thunder: All
JP0 – SKD - SKD
Horizontal Ball: LP/MP
JP0 – Stun - SKD
Horizontal Ball**: HP
JP0 – SKD* - SKD
*If hitting far away, causes Stun
Horizontal Ball**: EX
JP0 – FLOAT* - FLOAT**
*If hitting far away causes Stun
** If hitting far away causes SKD
Vertical Ball: All Normal
JP0 – Stun - SKD
Vertical Ball**: EX
JP0 – SKD - SKD
Rainbow Ball: All
JP0 – SKD - SKD
Super - Ground Shave Roll:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Ultra - Electric Cannonball:
1st: JP0 - Stun - N/A
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
Ultra 2 - Shout of Earth: Ground
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP2 - SKD - SKD
Ultra 2 - Shout of Earth: Air
JP0 - AUTO* - AUTO
*Possible counterhit properties.
[/spoiler]
[spoiler=C.Viper**]
C Viper
Far Roundhouse: HK
JP1 - Stun - HKD
Thunder Knuckle:LP/MP
JP0 - Stun - SKD
Thunder Knuckle: HP
JP1 - SKD - SKD
Thunder Knuckle: EX
1st: JP0 - Crumple - SKD
2nd: JP1 - Crumple - SKD
Seismic Hammer: All
JP0 - Float - N/A
Burning Kick: Normal
JP0 - SKD - SKD
Burning Kick: Normal Air
JP1 - SKD - SKD
Burning Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Burning Kick**: EX Air
1st: JP1+ - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3+ - SKD - SKD
4th: JP4 - SKD - SKD
Super - Emergency Combination:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX – SKD - SKD
Ultra - Burst Time:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
Ultra - Burning Dance:
JP0 - Auto - Auto
[/spoiler]
[spoiler=Cammy]
Cammy
Spiral Arrow: LK MK
JP0 - SKD - SKD
Spiral Arrow: HK EX
1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD
Canon Spike:* Normal
1st: JP1 - SKD - SKD
2nd: JP0 - SKD - SKD
Canon Spike: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Spin Knuckle: All
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
Canon Strike: All
JP0 - Stun - Reset
Hooligan Combination: Sweep
JP0 - SKD - SKD
Super - Spin Drive Smasher:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - Stun - SKD
6th: JPX - Stun - SKD
7th: JPX - SKD - SKD
Ultra - Gyro Drive Smasher:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JP0 - AUTO - SKD
6th: JPX - Stun - SKD
7th: JPX - Stun - SKD
8th: JPX- SKD - SKD
[/spoiler]
[spoiler=Chun Li]
Chun Li
Rear Spin Kick: DF + LK
JP0 - Stun (CH=SKD) - SKD
Neutral Jump Fierce: Jump + HP
1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD
Jump Target Combo: HP + HP
1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD
Yosokyaku: Down + MK X 3
1st:JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD
Hyakaretsukyaku: Normal Lightning Legs
All Hits: JP0 - Stun - SKD
Hyakaretsukyaku: EX Legs
1st: JP4 - SKD - SKD
2nd: JP4 - SKD - SKD
3rd: JP4 - SKD - SKD
4th: JP4 - SKD - SKD
Kikouken: Normal
JP0 - Stun - SKD
Kikouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Spinning Bird Kick: Normal
All hits: JP0 - Stun - SKD
Spinning Bird Kick: EX
1st: JP5 - SKD - SKD
2nd: JP6 - SKD - SKD
3rd: JP7 - SKD - SKD
4th: JP8 - SKD - SKD
5th: JP9 - SKD - SKD
Hazanshu: Normal
JP0 - Stun - HKD+
Hazanshu: EX
JP0 - HKD+ - HKD+
Super - Senretsukyaku:
1st - 8th: JPX - Stun - SKD
9th: JPX - SKD - SKD
Ultra 1 - Hosenka:
1st - 8th: JPX - Stun - SKD
9th: JPX - AUTO - AUTO
Ultra 2 - Kikosho:
1st to 19th: - JP20 - Stun - SKD
20th: JP20 - SKD - SKD
[/spoiler]
[spoiler=Cody**]
Cody
Stomach Blow: F + MP
JP1 - Stun - Reset
Neutral Jump: HP
JP1 - Stun - HKD
Crack Kick: F + HK
JP1 - SKD - SKD
Zonk Knuckle: Normal
JP1 - SKD* - SKD*
*removes all potential for juggle when hitting a standing or airborne enemy, works normally during a juggled opponent.
Zonk Knuckle: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Criminal Uppercut: LP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
Criminal Uppercut: MP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
Criminal Uppercut: HP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
6th: JP4 - SKD- SKD
Criminal Uppercut: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD
Ruffian Kick: LK
JP0 - HKD+ - SKD*
*Untechable
Ruffian Kick: MK
JP1 - SKD - SKD
Ruffian Kick: HK
JP1 - SKD - SKD
Ruffian Kick: EX
JP1 - HKD+ - SKD*
*Untechable
Bad Stone: Normal
JP0 - Stun - SKD
Bad Stone: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Knife Throw: All
JP1 - SKD - SKD
Super - Dead End Irony:
1st: JP1 - SKD* - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD
*First hit causes Stun on LK or MK activation
Ultra - Final Destruction:
JP1 - AUTO - AUTO
Ultra - Last Dread Dust:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - Stun - SKD
9th: JP1 - Stun - SKD
10th: JP2 - Stun - SKD
11th: JP3 - Stun - SKD
12th: JP4 - Stun - SKD
13th: JP5 - AUTO - AUTO
Bad Spray:
1st: JP0 - FLOAT - FLOAT
2nd: JP0 - SKD- SKD
[/spoiler]
[spoiler=Dan**]
Dan
Neutral Jump Strong: MP
JP1 - Stun - Reset
Neutral Jump Fierce: HP
JP1 - Stun - HKD
Crouch Taunt:
JP1 - Stun - Reset
Aerial Taunt: Yahoo!
JP1 - Stun - Reset
Gadouken: Normal
JP0 - Stun - SKD
Gadouken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Koryuken: Normal
JP0 - SKD - SKD
Koryuken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dankukyaku: LK & LK Air
JP0 - SKD - SKD
Dankukyaku: MK & MK Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dankukyaku: HK & HK Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Dankukyaku: EX
JP0 - AUTO - AUTO
Dankukyaku**: EX Air
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Super - Hisho Buraiken:
1st - 18th: Ascending* - Stun - SKD
19th: JP18 - SKD - SKD
*Starting from JP0 for first hit add one JP for each subsequent hit
Ultra - Shisso Buraiken:
JP0 - AUTO - AUTO
Ultra - Hoah Gadouken:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
[/spoiler]
[spoiler=Dee Jay**]
Dee Jay
Crouch MK:
JP0 - HKD+ - HKD+
Crouch HK:
JP0 - HKD+ - Reset*
*Move has two hit boxes, leg off ground causes SKD (In Air)
Close Roundhouse: HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Far HP:
JP0 - Stun (CH = Float*) - Reset
*Counter Hit causes Stun on crouching opponents
Air Slasher: Normal
JP1 - Stun - SKD
Air Slasher: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Double Rolling Sobat: LK
JP0 - SKD - SKD
Double Rolling Sobat: MK HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Double Rolling Sobat: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Jacknife Maximum: LK
JP0 - SKD - SKD
Jacknife Maximum: MK
1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
Jacknife Maximum: HK
1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Jacknife Maximum: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
Machine Gun Upper: Normals - Extended
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
Final*: JP0 - SKD - SKD
*Removes all juggle potential
Machine Gun Upper: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
7th: JP0 - SKD - SKD
Super - Sobat Carnival:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
7th: JP7 - HKD+ - HKD+
Ultra 1 - Sobat Festival: Raw
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD
Ultra 1 - Sobat Festival: During Super
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
Ultra 2 - Climax Beat:
1st: JP1 - AUTO - AUTO
2nd: JP1- AUTO - AUTO
3rd: JP1 - AUTO - AUTO
4th: JP1+ - Stun - SKD
5th: JP1+ - Stun - SKD
6th: JP1+ - Stun - SKD
7th: JP1+ - Stun - SKD
8th: JP1+ - Stun - SKD
9th: JP1+ - Stun - SKD
10th: JP1+ - Stun - SKD
11th: JP1 - SKD - SKD
[/spoiler]
[spoiler=Dahlsim**]
Dahlsim
Yoga Mummy:
JP1 - Stun - SKD
Yoga Fire: LP
JP0 - Stun - SKD
Yoga Fire:MP HP
JP0 - SKD - SKD
Yoga Fire: EX
JP0 - Stun - SKD (CH = Float)
JP1 - Stun - SKD
Yoga Flame: Normal
JP0 - SKD - SKD
Yoga Flame: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Yoga Blast**: LK/MK
JP0 - N/A - SKD*
* Untechable
Yoga Blast**: HK
JP0 - N/A - FLOAT*
* Untechable
Yoga Blast**: EX
JP0 - N/A - Float*
JP1 - N/A - SKD*
* Untechable
Yoga Inferno:
1st: JPX* - SKD - SKD
2nd: JPX* - SKD - SKD
3rd: JPX* - SKD - SKD
4th: JPX* - SKD - SKD
5th: JPX* - SKD - SKD
*Resets Juggle Counter to JP0 (Float)
Yoga Catastrophe:
1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float
[/spoiler]
[spoiler=Dudley**]
Dudley
Roundhouse Overhead: Forward + HK
JP0 - Stun - HKD+
Crouch MK:
JP0 - HKD+ - SKD
Crouch HK:
JP2 - SKD - SKD
Side Jump Roundhouse: HK
JP0 - Stun - HKD
Jet Upper: LP MP
JP0 - SKD - SKD
Jet Upper: HP EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - sKD
Cross Counter: Normal
JP0* - SKD - SKD
*Removes all juggle potential
Cross Counter: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: - JP2 - SKD - SKD
Short Swing Blow: Normal
JP0 - Stun (CH = SKD) - SKD
Short Swing Blow: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Float - Float
Ducking Straight: All
JP1+ - Stun - SKD
Ducking Upper: All
1st: JP1+ - Stun - SKD
2nd: JP2* - Stun - SKD
Second hit adds two juggle points on hit.
Thunder Bolt**: Normal
1st: JP0 - HKD+ - HKD+
2nd: JP1 - HKD+ - HKD+
Thunderbolt**: EX
1st: JP0 - Stun - HKD+
2nd: JP1 - Stun - HKD+
3rd: JP2 - Stun - HKD+
4th: JP3 - Stun - HKD+
5th: JP4 - HKD+ - HKD+
Machine Gun Blow: LP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
Machine Gun Blow: MP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
Machine Gun Blow: HP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
Machine Gun Blow: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - SKD - SKD
Super - Rocket Upper**:
1st: JP5 - SKD - SKD
2-16th: JP5* - SKD - SKD
*Ascending JP
Ultra 1 - Rolling Thunder**:
1st: JP0 - Stun - N/A
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun -SKD
5th: JP4 - AUTO - SKD
6th: JP5 - Stun - SKD
7th: JP5 - Stun - SKD
Ultra 2 - Corkscrew Cross:
1st: JP0 - AUTO - AUTO
2nd: JP1 - AUTO - SKD
3rd: JP2 - AUTO - SKD
4th: JP3 - AUTO - SKD
5th: JP4 - AUTO - SKD
6th: JP5 - AUTO - SKD
7th JP6 - AUTO - SKD
[/spoiler]
[spoiler=E.Honda]
E Honda
Shikofumi: Overhead
JP0 - HKD+ - Reset
Hundred Hand Slap: All
All Hits: JP0 - Stun - SKD
Sumo Splash: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - HKD+ - SKD
Sumo Splash: EX
1st: JP1 - SKD - SKD
2nd: JP1 - HKD+ - HKD
Sumo Headbutt: Normal
JP0 - SKD -SKD
Sumo Headbutt: EX
JP2 - SKD - SKD
Super - Super Killer Head Ram:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
Ultra - Ultra Killer Head Ram:
JP1 - AUTO - AUTO
[/spoiler]
[spoiler=El Fuerte**]
El Fuerte
Close Standing HK:
JP0 - SKD - SKD
Far Standing HK:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
Tostada Press: Run + MP
JP1 - HKD+ - SKD
Gordita Sobat: Run + MK
JP0 - Stun - SKD
Calamari Slide: Run + HK
JP0 - HKD+ - N/A
Quesadilla Bomb: Level 1
JP0 - Stun - SKD
Quasdiall Bomb: All Except Level 1
JP0 - SKD - SKD
Quasdiall Bomb: All Except Level 1
JP0 - SKD (CH = FLOAT*) - SKD (CH = FLOAT*)
* Wall Bounce
Guacamole Leg Throw: All
JP1- N/A - AUTO
Propeller Tortilla: Run Back + HP
JP0 - THROW* - N/A
*Can combo after in corner with LK. Character Specific
Super - El Fuerte Dynamite:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - AUTO - AUTO
[/spoiler]
[spoiler=Evil Ryu**]
Evil Ryu
Close Roundhouse: HK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - Reset
Tenmakujinkyaku: Dive Kick
JP1 - Stun - Reset
Diagonal Jump Strong: Jump + MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Hop Kick: Forward + MK
JP2 - Stun - Reset
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Tatsumaki Senpukyaku: LK
JP0 - Float - Float
Tatsumaki Senpukyaku: MK
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
3rd: JP0 - SKD - SKD
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP1 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpukyaku: LK Air
JP0 - SKD - SKD (CH=Float)
Tatsumaki Senpukyaku: MK Air
1st: JP0 - SKD (CH=SKD*) - SKD
2nd: JP0 - SKD (CH=SKD*) - SKD
* Knockdown is considerably closer, can follow up mid screen.
Tatsumaki Senpukyaku: HK Air
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Shoryuken: LP
JP0 - SKD - SKD
Shoryuken: MP HP
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Shoryuken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Shakanetsu Hadouken: LP
JP1 - SKD - SKD
Shakanetsu Hadouken: MP
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shakanetsu Hadouken: HP & EX
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD
Axe Kick: LK
JP0 - Stun - HKD+
Axe Kick: MK
JP6 - Stun - HKD+
Axe Kick: HK
JP1 - HKD+ - HKD+
Axe Kick: EX
JP2 - HKD+ - HKD+
Ultra - Metsu Hadouken:
1st: JP1 - Stun* - SKD*
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD - SKD
* Auto if fully charged & close
Ultra 2 - Messatsu Goshoryu
1st: JP0 - AUTO* - AUTO*
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3- Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD* - SKD*
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
*Both 1st & 6th hit must make contact for Ultra cinematic to occur, if first hit is blocked & 6th strike hits. then cinematic will still ensue.
[/spoiler]
[spoiler=Fei Long]
Fei Long
Rekka: All
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Flame Kick: LK/MK
JP0 - SKD - SKD
Flame Kick: HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Flame Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Chicken Wing: All
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
Super - Rekkashinken:
1st: JPX- Stun - SKD*
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
* Resets Juggle counter to FLOAT when hitting a juggle opponent (Like Dahlsims Super)
Ultra - Rekkashingeki:
1st: JPX- Stun - SKD
2nd: JP0 - AUTO - N/A
3rd: JPX - Stun - SKD
4th: JP0 - AUTO - N/A
5th: JPX - SKD - SKD
[/spoiler]
[spoiler=Gen]
Gen
Crouch LK: Crane
JP0 - Float - Float
Jump Target: Shakudan (Crane)
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Standing HK: Crane
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Crouch HP: Crane
JP0 - Stun (CH = SKD) - Reset (CH = SKD)
Hyakurenko: All (Hands)
All Hits: JP0 - Stun - SKD
Gekiro: All
1st: JP0 - SKD - SKD
Continued: JPX - SKD - SKD
Final: JPX - HKD - HKD
Jyasen: All (Roll)
All Hits: JP0 - Stun - SKD
Oga: All (Wall Strike)
JP0 - Float - Float
Mantis Super - Zen'ei:
JP0 - Auto - Auto
Crane Super - Jyakoha:
JPX - N/A - AUTO
Mantis Ultra 1 - Zetsui
JP0 - Auto - Auto
Mantis Ultra 2 - Shitenketsu:
1st: JP0 - AUTO - AUTO
Remaining: JP0 - AUTO - SKD
Crane Ultra 1 - Ryukoha:
JPX - N/A - AUTO
Crane Ultra 2 - Teiga:
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=Gouken*]
Gouken
Amaoroshi: Back Throw
Causes Airborne, not Float
Side Jump: Jump + MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Nuetral Jump Fierce: HP
JP1 - Stun - HKD
Side Jump Roundhouse: HK
JP1 - Stun - HKD
Gohadouken: Normal
JP0+ - Stun - Float
Gohadouken: Normal Charged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
Gohadouken: EX Uncharged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
Gohadouken: EX Charged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
3rd: JP0+ - Float - Float
4th: JP0+ - Float - Float
Senkugoshoha: Normal (Palm)
JP0 - SKD - SKD
Senkugoshoha: EX (Palm)
1st: JP0 - Stun - Float
2nd: JP0 - Float - Float
Tatsumaki Gorasen: LK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Gorasen: MK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Tatsumaki Gorasen: HK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
Tatsumaki Gorasen: EX
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
Kongoshin: All (Counter)
JP0 - Float - Float
Hyakkishu: Sweep
JP0 - HKD+ - HKD+
Hyakkishu: Dive Kick
JP0 - Stun - Reset
Super - Forbidden Shoryuken:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
Ultra 1 - Shin Shoryuken:
1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
Ultra 2 - Denjin Hadouken:
1st: JP2 - Stun - Float
2nd: JP3 - Stun - Float
3rd: JP4 - Stun - Float
Final: JP5 - Float - Float
Fully Charged has continued ascending Juggle Points up to JP9 (8 hits starting at JP2)
[/spoiler]
[spoiler=Guile]
Guile
Guile High Kick: Down + Forward + Roundhouse
JP0 - Float - Float
Sonic Boom: Normal
JP0 - Stun - SKD
Sonic Boom: EX
1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD
Flash Kick: Normal
JP0 - SKD - SKD
Flash Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Double Flash:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
Ultra 1 - Flash Explosion:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - AUTO - AUTO
Ultra 2 - Sonic Hurricane:
1st: JP0 - FLOAT - FLOAT
2nd: JP1 - FLOAT - FLOAT
3rd: JP2 - FLOAT - FLOAT
4th: JP3 - FLOAT - FLOAT
5th: JP4 - FLOAT - FLOAT
6th: JP5 - FLOAT - FLOAT
[/spoiler]
[spoiler=Guy]
Guy
Crouch HK: Slide
JP0 - HKD+* - HKD+*
Note - At long distance causes JP0 - Stun - Reset
Nuetral Jump: HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Elbow Drop: Jump + Down + MP
JP1 - Stun - Reset
Ninja Sickle: Down Forward HK
1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float
Bushin Gokusaken: Target Combo
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - SKD - SKD
Bushin Gokusaken Throw: Target Combo Back Throw
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Float - N/A
Hozanto: Normal
JP0 - SKD - SKD
Hozanto: EX
JP1 - SKD - SKD
Shadow Kick: Running Slide
JP0 - HKD+ - HKD+
Neck Flip: Running Overhead
1st: JP0 - Stun - Float
2nd: JP0 - Stun - SKD
Neck Flip: EX
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
Bushin Senpukyaku: LK MK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD- SKD
Bushin Senpukyaku: HK EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD
Super - Bushin Hasoken:
JPX - Auto - Auto
Note - If any single hit misses combo will end
Ultra 1 - Bushin Goraisenpujin:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - Auto - Auto
[/spoiler]
[spoiler=Hakan]
Hakan
Notes - Status in brackets indicates effects when oiled.
Diagonal Jump: MP
JP0 - Stun - SKD
Step Knee: Forward + HK
JP1 – Stun (HKD+) - Reset (HKD+)
Oil Slide:
JP1 - HKD+ - SKD
Ultra 2 - Oil Combination Hold:
JP1 - N/A - AUTO
[/spoiler]
[spoiler=Ibuki**]
Ibuki
Crouch Fierce: HP
JP2 - Stun - Reset
Sweep Combo: (All versions)
1st: JP0 - HKD+ - HKD+
2nd: JP1 - Stun - Reset
Close Roundhouse: HK
1st: JP0 - SKD - SKD
2nd JP1 - SKD - SKD
Diagonal Jump: HK
JP2 - Stun - HKD
Agemen: Back + MP
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Hammer Kick: Forward + MK
JP0 - Stun - HKD
Kuna Throw: Normal
JP0 - Stun - SKD
Kunai Throw: EX
1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD
Neck Breaker: All
JP0 - AUTO - AUTO
Raida: All (Explosion Grab)
JP1 - AUTO - AUTO
Kazegiri: All (Dragon Kick)
1st: JP1 - SKD - SKD
2nd: JP2- SKD - SKD
3rd: JP3 - SKD - SKD
Tsumuji: LK (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
Tsumuji: MK HK (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun* - SKD
* Can Cause HKD+ if down is held
Tsumuji: EX (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD* - SKD
* Can Cause HKD if down is held
Hien: All (Overhead Jump Stomps)
JP0 - AUTO - AUTO
Super - Kasumi Suzuka:
All Hits: JPX - Stun - SKD
Ultra 1 - Yoroitoshi**:
1st: JP0 - THROW - THROW*
2nd-8th: JPX - Stun - SKD
* Cannot hit a juggled target
Ultra 2 - Hashinsho**:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5+ - SKD - SKD
6th: JP1 - AUTO - AUTO
7th: JP6 - SKD - SKD
[/spoiler]
[spoiler=Juri*]
Juri
Diagonal Jump Strong: MP
JP0+ - Stun - Float
Diagonal Jump Fierce:HP
JP1 - HKD - HKD
Close Fierce: HP
JP0 - SKD - SKD
Fuhajin: Kick
JP1 - SKD - SKD
Fuhajin: Projectile
JP2 - Stun - SKD
Fuhajin: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shikusen: Normal Complete (Dive Kick Aerial Combo)
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Shikusen: EX (dive Kick Aerial Combo)
JP0 - AUTO - AUTO
Note - Auto combo ends with Wall Bounce -> SKD (JP1)
Senpusha: LK Pinwheel
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Senpusha: MK/HK Pinwheel
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 – SKD* - SKD*
Note: Final hit removes all combo potential
Senpusha: EX Pinwheel
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD - SKD
Super - Fuharenjin:
All Hits: JP1+ - SKD - SKD
Final Hit: JP1 – SKD* - SKD*
Note: Final hit removes all juggle potential
Ultra 1 - Feng Shui Engine:
All become JP1:
Close / Far HP
Close / Far MP
Close MK Second hit
Far MK
Close HK Second Hit
Far HK
Ultra - Kaisen Dankairaku
Floor Spin: JP1 - AUTO - AUTO
Middle Ascension: JP2 - AUTO - AUTO
Peak: JP3 - AUTO - AUTO
[/spoiler]
[spoiler=Ken*]
Ken
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Tatsumaki Senpukyaku: LK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
* Add 2 Juggle Points if this hits an airborne target, only add one Juggle Point if it hits a juggled target.
Tatsumaki Senpukyaku: MK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it his a juggled target
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
5th: JP1 - Stun - SKD*
* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it hits a juggled target
Tatsumaki Senpukyaku: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
5th: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air LK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air MK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air EX
1st: JP4 - Stun - SKD
2nd: JP4 - Stun - SKD
3rd: JP4 - Stun - SKD
4th: JP4 - Stun - SKD
Shoryuken: LP
JP0 - SKD - SKD
Shoryuken: MP
1st: JP0 - Stun (CH = SKD) - SKD
2nd: JP1 - SKD - SKD
Shoryuken: HP
1st: JP0 - Stun (CH = Float) - Float
2nd: JP0+ - SKD - SKD
3rd: JP1 - SKD - SKD
Shoryuken: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD
Super - Shoryureppa:
1st: JP0 - Stun - SKD
2nd: JP1+ - Stun - SKD
3rd: JP1+ - Stun - SKD
4th: JP0 - SKD - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD – SKD
Ultra - Shinryuken:
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX- SKD - SKD
7th: JPX - SKD - SKD
8th: JPX - SKD - SKD
9th: JPX - SKD - SKD
10th: JPX - SKD - SKD
Ultra - Guren Senpukyaku:
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5- Stun - SKD
7th: JP6 - Stun - SKD
8th: JP7 - Stun - SKD
9th: JP8 - Stun - SKD
10th: JP9 - Stun - SKD
11th: JP10 - AUTO - SKD
[/spoiler]
[spoiler=M.Bison]
M Bison
Hell Attack: Diagonal Jump MP -> MP
1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD
Psycho Crusher: Normal
JP0 - SKD - SKD
Psycho Crusher: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Double Knee Press: Normal
1st: JP0 - Stun -SKD
2nd: JP0 - SKD - SKD
Double Knee Press: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Head Press: Normal
JP0 - Stun - SKD
Head Press: EX
JP0 – HKD+ - SKD
Somersault Skull Diver: Normal
JP0 - Stun - SKD
Somersault Skull Diver: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Devils Reverse: Normal
JP0 - SKD - SKD
Devils Reverse: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Knee Press Nightmare:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX – HKD+ - HKD+
Ultra - Nightmare Booster:
1st: JPX - STAND - SKD
2nd: JPX - STAND - SKD
3rd: JPX - STAND - SKD
4th: JPX - STAND - SKD
5th: JPX - AUTO - AUTO
Ultra 2 - Psycho Punisher:
JP1 - AUTO - AUTO
[/spoiler]
[spoiler=Makoto]
Makoto
All Jump Fierce: HP
JP1 - Stun - Reset
Forward Short: -> + LK
JP1 - Stun - Reset
Hayate: Normal (Dash Punch)
JP1 - Stun* - SKD
Fully charged (Level 4 & 5) causes SKD
Hayate: EX (Dash Punch)
JP2 - SKD - SKD
Oroshi: LP MP (Overhead Chop)
JP0 - Stun - HKD
Oroshi: HP (Overhead Chop)
JP0 – HKD+ - HKD+
Oroshi: EX (Overhead Chop)
JP1 – HKD+ - HKD+
Fukiage: All (Up Punch)
JP1 - N/A - SKD
Tsurugi: LK MK (Axe Kick)
JP1 - Stun - SKD
Tsurugi: HK (Axe Kick)
JP1 - HKD - HKD
Tsurugi: EX (Axe Kick)
1st: JP2 - HKD- HKD
2nd: JP3 - HKD - HKD
Ultra 1 - Seichusen Godanzuki:
JP0 - AUTO - AUTO
Ultra 2 - Abare Tosanami*:
* First hit must hit to dash/jump cancel the final hit
1st: JP1 - AUTO - Float*
2nd: JP1+ - SKD - SKD
3rd: JP1+ - SKD - SKD
4th: JP1+ - SKD - SKD
* If the LK or MK version of Abare Tosonami is used, causes SKD
[/spoiler]
[spoiler=Oni**]
Oni
Roundhouse: HK
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - HKD
Back + MP: Stomach Blow
JP1 - Stun - Reset
Forward + Roundhouse: F + HK
JP1 - Stun - SKD
Forward + Fierce*: F + HP
JP0 - Stun - Reset
*Destroys Single Projectiles
Neutral Jump Strong: Jump + MP
JP1 - Stun - HKD
Gohadouken: Normal
JP0 - Stun - SKD
Gohadouken: Normal Charged
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Gohadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Gorai Hadouken: LP (Electric Fireball)
JP1 - SKD - SKD
Gorai Hadouken: MP (Electric Fireball)
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Gorai Hadouken: HP & EX (Electric Fireball)
1st: JP0 - SKD - SKD
2nd: JP1+ - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: LK
JP0 - SKD - Float
Tatsumaki Senpukyaku: MK
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpu Kyaku: Normal Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Tatsumaki Senpukyaku**: EX (After Air Dash)
JP1 - SKD - SKD
Goshoryuken: LP & HP
1st: JP0 - Auto - SKD
2nd: JP1 - SKD - SKD
Goshoryuken: MP
1st: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
Goshoryuken: EX
1st: JP0 - Auto* - Auto*
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
* 1st hit of auto combo is untechable (in case the auto combo whiffs)
Rakan Dantojin: LK Rush Slash
JP0 - Stun - Float
Rakan Dantojin: MK & HK Rush Slash
JP0 - SKD* - SKD*
*Removes all Juggle Potential, unless hitting a juggled opponent
Rakan Dantojin: EX Rush Slash
JP1 - SKD (CH=SKD*) - SKD (CH=SKD*)
*High Elevation.
Sekisei Jiraiken: LK Overhead Palm
JP1 - HKD+ - HKD+
Sekisei Jiraiken: MK Overhead Palm
JP2 - HKD+ - HKD+
Sekisei Jiraiken: HK Overhead Palm
JP0 - HKD+ - HKD+
Sekisei Jiraiken: EX Overhead Palm
1st: JP1 - HKD+ - HKD+
2nd: JP2 - HKD+ - HKD+
Zanku Hadosho: all Air Dash
JP1 - Stun - SKD
Super - Raging Demon**: Air
JP2 - N/A - AUTO
Meido Gohadou: Ultra 1 (all variations)
1st*: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
*First hit is a close range hit, Ground PPP Activation only.
Tenchi Sokaigen: Ultra 2
1st*: JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD
[/spoiler]
[spoiler=Rose]
Rose
Soul Piede: F + HK
JP0 - Stun - SKD
Soul Spark*: Normal
Gains 4 damage for each prjectile absorbed (Max 7)
JP0 - Stun - SKD
Soul Spark*: EX
* each hit Gains 3 damage for each projectile absorbed (Max 7) resets once any kind of projectile has been thrown
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Soul Spiral: All
JP0 - SKD - SKD
Soul Reflect: All
JP0 - SKD - SKD
Soul Throw: All
JP1 - N/A - THROW
Super - Aura Soul Spark*:
* First 4 hits gain 3 damage for each projectile absorbed, final hit gains 5 totalling 17 extra damage per projectile absorbed (Max 7) resets once any kind of projectile has been thrown
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD* - SKD*
*Removes all juggle capability
Ultra 1 - Illusion Spark:
JP0 - AUTO - AUTO
Ultra 2 - Soul Satellite*:
For each absorbed projectile one of the orbs will gain 4 damage (Max 7 absorbed projectiles) resets once any kind of projectile has been thrown
Both Projectiles: JPX+ - Stun - SKD
[/spoiler]
[spoiler=Rufus**]
Rufus
Far Roundhouse: HK
JP0 - Float - SKD
Diagonal Jump Roundhouse: HK
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Fragrance Palm: ->+ HP
JP0 - SKD - SKD
Target Combo: LK -> HK
1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD
Falcon Kick: Dive
JP1 - Stun - Reset
Galactic Tornado: LP
1st: JP1 - Stun - SKD
2nd: JP0 - SKD - SKD
Galactic Tornado: MP
1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Galactic Tornado: HP
1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD - SKD
Galactic Tornado: EX
1st: JP0 - SUCK - N/A
2nd: JP1 - SKD - SKD
Messiah Kick: Normal
JP0 - Stun - SKD
Messiah Kick: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
LK Followup: Somersault
JP1 - SKD - SKD
MK Followup: Sweep
JP0 - HKD - HKD
HK Followup: Overhead
JP0 - HKD - SKD
Snake Strike: LP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP2 - Stun - SKD
Snake Strike: MP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD
Snake Strike: HP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD
Snake Strike: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
Super - Spectacle Romance:
1st JPX - Stun - STAND
2nd: JPX - AUTO - AUTO
Ultra 1 - Space Opera Symphony:
1st - 8th: JPX - SKD - SKD
9th: JPX - AUTO - AUTO
Ultra 2 - Big Bang Typhoon:
JP0 - AUTO - AUTO*
* Different Auto combo, fewer hits.
[/spoiler]
[spoiler=Ryu**]
Ryu
Diagonal Jump Strong**: Jump + MP
1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD
Hadouken: Normal
JP0 - Stun - SKD
Hadouken**: EX
1st: JP1 - SKD* (CH=FLOAT) - SKD* (CH=FLOAT)
2nd: JP2+ - FLOAT - FLOAT
Adds 2 points to Juggle Counter, except when hitting a juggle opponent.
Tatsumaki Senpukyaku: Normal & Air Normal
JP0 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Shoryuken**: LP/HP
JP0 - SKD - SKD
Shoruken: MP & EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Shinku Hadouken:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - SKD* - SKD
* Removes all juggle potential
Ultra - Metsu Hadouken:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD* - SKD
* Removes all juggle potential
Ultra 2 - Metsu Shoruken:
1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
[/spoiler]
[spoiler=Sagat]
Sagat
Forward Step Kick: -> + HK
JP1 - Stun - SKD
Tiger Shot: Normal (High & Low)
JP0 - Stun - SKD
Tiger Shot: EX (High & Low)
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Tiger Knee: Normal
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Tiger Knee: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
Tiger Uppercut: Normal
JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
* Causes spin animation on Counterhit
Tiger Uppercut: EX
1st: JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
* Causes spin animation on Counterhit
Tiger Scar:
+1 JP to all hits of Tiger Uppercut (All versions)
Also adds Armour breaking properties
Super - Tiger Genocide:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - SKD - SKD
Ultra 1 - Tiger Destruction:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - AUTO - AUTO
Ultra 2 - Tiger Cannon:
1st: JP0+ - Stun - Float
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP4+ - Stun - SKD
5th: JP4+ - Stun - SKD
6th: JP4 - Stun - SKD
7th: JP5 - Stun - SKD
8th: JP6 - SKD* - SKD
* Creates Uncomboable State
[/spoiler]
[spoiler=Sakura*]
Sakura
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Tatsu: LK
1st: JP0 - Stun - Reset
Tatsu: MK
1st: JP0 - Stun - Reset
2nd: JP1 - Stun -Reset
Tatsu: HK
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
Tatsu: EX
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
4th: JP0 - Float - Float
Tatsu: Normal Air
1st: JP0 - SKD - SKD
2nd: JP1 – SKD - SKD
Tatsu: Air EX
All Hits: JP2 - SKD - SKD
Shouoken: LP
1st: JP0 - Stun - SKD
2nd: JP0 -SKD - SKD
Shouoken: MP
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
Shouoken: HP
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD
Shouoken: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD
Sakura Otoshi: All
1st: JP1 - SKD - SKD
2nd: JP2 -SKD - SKD
3rd: JP3 - SKD - SKD
Super - Haru Ichiban:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Stun - Reset
5th: JP0 - Stun - Reset
6th: JP0 - Stun - Reset
7th: JP0 - SKD - SKD
Ultra 1 - Haru Ranman:
1st: JP0 - AUTO - AUTO*
2nd: JP0 - AUTO - AUTO
3rd: JP0 - SKD - SKD
* If this hits airborne (Not float) second hit whiffs
Ultra 2 - Shinku Hadouken: & Tengyo
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 – SKD* - SKD
*Removes all Juggle capabilities
[/spoiler]
[spoiler=Seth]
Seth
Diagonal Jump Strong: MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Yosokyaku: Stomp
1st: JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD
Tenmakujinkyaku: Dive Kick
JP4 - Stun - Reset
Sonic Boom: All
Each Boom: JP0 - Stun - SKD
Hyakaretsu: All
JP0 - AUTO - AUTO
Shoryuken: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
Shoryuken: EX
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
6th: JP4 - SKD - SKD
7th: JP5 - SKD - SKD
8th: JP6 - SKD - SKD
Tanden Engine: Normal
JP0 - SUCK - N/A
Tanden Engine: EX
JPX - SUCK - SUCK*
*If hitting airborne, opponent ends up in a standing juggled state until combo finishes. Works normally when hitting a juggled opponent.
Super - Tanden Storm:
Suction: JP0 - SUCK - SUCK*
1st - 22nd: JPX+ - Stun - SKD
23rd: JPX - SKD - SKD
*Puts enemy in a standing/jugglefloat state
Ultra 1 - Tanden Stream:
JP0 - AUTO - AUTO
Ultra 2 - Tanden Typhoon:
Suction: JP0 - SUCK - SUCK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
11th: JP10 - SKD - SKD
12th: JP11 - SKD - SKD
13th: JP12 - SKD - SKD
14th*: JP13 - SKD - SKD
* Enemy has to be quite high for final hit to hit.
[/spoiler]
[spoiler=T.Hawk**]
T Hawk
Close Roundhouse**: HK
JP0 - SKD - SKD
Heavy Should: Side Jump + Down + MP
JP0 - N/A - Reset
Condor Dive: Normal
JP0 - SKD - SKD
Condor Dive: EX
JP2 - SKD - SKD
Condor Spire: Normal
JP0 - SKD - SKD
Condor Spire: EX
JP0 - SKD - SKD
Tomohawk Buster: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
Tomohawk Buster: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
[/spoiler]
[spoiler=Vega**]
Vega
Cosmic Heel: Down + Forward + HK
JP0 - Float - Float
Rolling Crystal Flash: All
All Hits: JP0 - Stun - SKD
Scarlet Terror: LK
JP0 - SKD - SKD
Scarlet Terror: MK + HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Scarlet Terror: EX
1st: JP1 - SKD - SKD
2nd: JP1 - SKD - SKD
Flying Barcelona Attack: Normal Claw Dive or Izuna Drop
JP0 - SKD - SKD
Flying Barcelona Attack: EX Claw Dive
Launcher: JP0 - Float - Float
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
Flying Barcelona Attack: EX Izuna Drop
Launcher: JP0 - Float - Float
2nd: JP1 - Throw - Throw
Sky High Claw**: Normal
JP0 - SKD - SKD
Sky High Claw: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Flying Barcelona Special: Attack
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 -SKD - SKD
4th: JP4 - SKD - SKD
Super - Flying Barcelona Special: Rolling Izuna
JP0 - THROW - THROW
Ultra - Bloody High Claw**:
Launcher: JP0+ - Float - Float
2nd: JP0 - AUTO - AUTO
Ultra 2 - Splendid Claw:
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=Yang*]
Yang:
Close Forward: MK
JP0 - Float - Float
Far Strong: MP
JP1 - Stun - Reset
Far Fierce: HP
JP1 - Stun - Reset
Crouch Short: LK
JP1 - Stun - Reset
Target Combo: Palm
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Target Combo: Kicks
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Dive Kick:
JP1 - Stun - Reset
Tourou Zan: All Normal Rekka
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Tourou Zan: EX Rekka
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
Byakko Soushouda: MP Palm
JP0 - Stun - SKD
Byakko Soushouda: HP Palm
JP0 - SKD - SKD
Byakko Soushouda: EX Palm
JP0 - Float* - Float*
*Cause Wallbounce
Senkyuutai: LK Dragon Kick
1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Senkyuutai: MK/HK Dragon Kick
1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Senkyuutai: EX Dragon Kick
1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Ultra - Raishin Mahhaken
JP0 - AUTO - AUTO
Ultra 2 - Tenshin Senkyuutai
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
[/spoiler]
[spoiler=Yun*]
Yun
Close Forward: MK
JP0 - Float - Float
Dive Kick:
JP1 - Stun - Reset
Sweep Target: Crouch HK -> HK
1st: JP0 - HKD+* - HKD+
2nd: JP1 - SKD - SKD
*If specifically traded with another attack (Not projectile) opponent ends in grounded stun, also throwable, very strict timing.
Forward Fierce: F + HP
JP1 - SKD - SKD
Target Combo:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float
Zesshou Hohou All Normal Rush Punch
JP1 - SKD - SKD
Zesshou Hohou: EX Rush Punch
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Nishokyaku: All Normal Dragon Kick
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Nishokyaku: EX Dragon Kick
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
Kobokushi: Normal Palm
JP0 - Float - Float
Kobokushi: EX Palm
JP1 - Float* - Float*
*Causes Wallbounce
Tetsuzankou: LP Shoulder
JP0 - Stun - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Tetsuzankou: MP/HP Shoulder
JP0 - SKD - SKD
Tetsuzankou: EX Shoulder
1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Super: Genei Gin
- all Ground Normals now cause SKD when hitting an airborne target.
- All attacks are now JP99 (Exceptions Below)
- Forward MK is JP7
- Rush Punch now has 3 hits
- shoulder now has 2 hits.
- Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
- Ultra 2 is now JP99 but has an alternate AUTO combo on 5th hit.
Ultra 1 - You Hou
1st: JP1 - Auto* - Auto*
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float
Auto Causes Float, Adds one juggle point to a juggled enemy.
Ultra 2 - Sourai Rengeki
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
[/spoiler]
[spoiler=Zangief**]
Zangief
Far standing HP**
JP0 - SKD - SKD
Lariat: Normal + Quick
JP0 - SKD - SKD
Green Hand: Normal
JP0 - Stun - SKD
Green Hand*: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun – SKD
[/spoiler]
Abel
Crouch Fierce: Down + HP
1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float
Rekka: All Variations
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Auto - Auto
Wheel Kick Normal
JP0 - Stun - HKD
Wheel Kick: EX
1st: JP0 - Stun - HKD
2nd: JP1 - Stun - HKD
Falling Sky
JP0 - N/A - Auto
EX Falling Sky
JP1 - N/A - Auto
Super - Heartless
JP0 - Auto - Auto
Ultra 1 - Soulless
JP1 - Auto - Auto
[/spoiler]
[spoiler=Adon**]
Adon
Close HK: Roundhouse
JP1 - Stun - Reset
Far HK: Roundhouse
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
Jaguar Kick: LK MK HK (Ground & Air)
JP0 - Stun – Reset
EX Jaguar Kick: EX
1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - SKD
EX Jaguar Kick: EX Air
1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - HKD
Rising Jaguar: LK & MK
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Rising Jaguar: HK
1st: JP0 - SKD - SKD
2nd: JP 2 - SKD - SKD
Rising Jaguar Kick: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Jaguar Tooth: LK MK HK
JP0 - Stun - SKD
Jaguar Tooth: EX
JP1 - SKD - SKD
Super - Jaguar Varied Assault: Standard
1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - Crumple - Wall
Super - Jaguar Varied Assault: Thousand Jaguars
1st - 17th: JP1+ - Stun - SKD
18th: JP1 - SKD - SKD
*Mash LP/MP/HP for max hits
Super - Jaguar Varied Assault: Jaguar Assassin
1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD
Ultra1 - Jaguar Revolver:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Auto - HKD+
Ultra 2 Jaguar Avalanche:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - N/A - Auto
[/spoiler]
[spoiler=Akuma]
Akuma
Gohadouken: Normal
JP0 - Stun - SKD
Gohadouken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Shaku: LP
JP2 - SKD - SKD
Shaku: MP
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shaku: HP & EX
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD
Zanku Hadouken: All
JP0 - Stun - SKD
Goshoryuken: LP
JP0 - SKD - SKD
Goshoryuken: MP
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Goshoryuken: HP
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD
Goshoryuken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD
Demon Flip: Palm
JP0 - HKD+ - HKD+
Demon Flip: Dive Kick
JP0 - Stun - Reset
Demon Flip: Sweep
JP0 - HKD+ - HKD+
Tatsu: LK
JP0 - Float - Float
Tatsu: MK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Tatsu: HK
1st: JP0 - Stun -SKD
2nd: JP1 - SKD - SKD
3rd: - JP1 - SKD - SKD
Tatsu: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun - SKD
5th: JP5 - SKD - SKD
Tatsu: All Air
1st: JP0 - Float - Float
2nd: JP0 - Float - Float
Tatsu: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
Ultra - Demon Armageddon:
JP0 - Auto - Auto
[/spoiler]
[spoiler=Balrog]
Balrog
Buffalo Head: All
JP0 - SKD - SKD
Dash Straight: All
JP0 - Stun - SKD
Dash Low Straight: All
JP0 - HKD+ - HKD+
Dash Upper: All
JP0 - Stun - SKD
Dash Swing Blow: All
JP0 - Stun - SKD
Dash Low Smash:
JP0 - SKD - SKD
Super - Crazy Buffalo*: Kick version only
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun – SKD
*Punch Version is JP0
Ultra - violent Buffalo: Punch Version
1st hit: JP1 - Stun - SKD
2nd - 8th: JP0 - Stun- SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD
Ultra - violent Buffalo: Kick Version
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2+ - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP3+ - Stun - SKD
6th: JP3 - Stun - SKD
7th: JP4+ - Stun - SKD
8th: JP4 - Stun - SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD
[/spoiler]
[spoiler=Blanka**]
Blanka
Electric Thunder: All
JP0 – SKD - SKD
Horizontal Ball: LP/MP
JP0 – Stun - SKD
Horizontal Ball**: HP
JP0 – SKD* - SKD
*If hitting far away, causes Stun
Horizontal Ball**: EX
JP0 – FLOAT* - FLOAT**
*If hitting far away causes Stun
** If hitting far away causes SKD
Vertical Ball: All Normal
JP0 – Stun - SKD
Vertical Ball**: EX
JP0 – SKD - SKD
Rainbow Ball: All
JP0 – SKD - SKD
Super - Ground Shave Roll:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Ultra - Electric Cannonball:
1st: JP0 - Stun - N/A
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
Ultra 2 - Shout of Earth: Ground
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP2 - SKD - SKD
Ultra 2 - Shout of Earth: Air
JP0 - AUTO* - AUTO
*Possible counterhit properties.
[/spoiler]
[spoiler=C.Viper**]
C Viper
Far Roundhouse: HK
JP1 - Stun - HKD
Thunder Knuckle:LP/MP
JP0 - Stun - SKD
Thunder Knuckle: HP
JP1 - SKD - SKD
Thunder Knuckle: EX
1st: JP0 - Crumple - SKD
2nd: JP1 - Crumple - SKD
Seismic Hammer: All
JP0 - Float - N/A
Burning Kick: Normal
JP0 - SKD - SKD
Burning Kick: Normal Air
JP1 - SKD - SKD
Burning Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Burning Kick**: EX Air
1st: JP1+ - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3+ - SKD - SKD
4th: JP4 - SKD - SKD
Super - Emergency Combination:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX – SKD - SKD
Ultra - Burst Time:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
Ultra - Burning Dance:
JP0 - Auto - Auto
[/spoiler]
[spoiler=Cammy]
Cammy
Spiral Arrow: LK MK
JP0 - SKD - SKD
Spiral Arrow: HK EX
1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD
Canon Spike:* Normal
1st: JP1 - SKD - SKD
2nd: JP0 - SKD - SKD
Canon Spike: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Spin Knuckle: All
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
Canon Strike: All
JP0 - Stun - Reset
Hooligan Combination: Sweep
JP0 - SKD - SKD
Super - Spin Drive Smasher:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - Stun - SKD
6th: JPX - Stun - SKD
7th: JPX - SKD - SKD
Ultra - Gyro Drive Smasher:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JP0 - AUTO - SKD
6th: JPX - Stun - SKD
7th: JPX - Stun - SKD
8th: JPX- SKD - SKD
[/spoiler]
[spoiler=Chun Li]
Chun Li
Rear Spin Kick: DF + LK
JP0 - Stun (CH=SKD) - SKD
Neutral Jump Fierce: Jump + HP
1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD
Jump Target Combo: HP + HP
1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD
Yosokyaku: Down + MK X 3
1st:JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD
Hyakaretsukyaku: Normal Lightning Legs
All Hits: JP0 - Stun - SKD
Hyakaretsukyaku: EX Legs
1st: JP4 - SKD - SKD
2nd: JP4 - SKD - SKD
3rd: JP4 - SKD - SKD
4th: JP4 - SKD - SKD
Kikouken: Normal
JP0 - Stun - SKD
Kikouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Spinning Bird Kick: Normal
All hits: JP0 - Stun - SKD
Spinning Bird Kick: EX
1st: JP5 - SKD - SKD
2nd: JP6 - SKD - SKD
3rd: JP7 - SKD - SKD
4th: JP8 - SKD - SKD
5th: JP9 - SKD - SKD
Hazanshu: Normal
JP0 - Stun - HKD+
Hazanshu: EX
JP0 - HKD+ - HKD+
Super - Senretsukyaku:
1st - 8th: JPX - Stun - SKD
9th: JPX - SKD - SKD
Ultra 1 - Hosenka:
1st - 8th: JPX - Stun - SKD
9th: JPX - AUTO - AUTO
Ultra 2 - Kikosho:
1st to 19th: - JP20 - Stun - SKD
20th: JP20 - SKD - SKD
[/spoiler]
[spoiler=Cody**]
Cody
Stomach Blow: F + MP
JP1 - Stun - Reset
Neutral Jump: HP
JP1 - Stun - HKD
Crack Kick: F + HK
JP1 - SKD - SKD
Zonk Knuckle: Normal
JP1 - SKD* - SKD*
*removes all potential for juggle when hitting a standing or airborne enemy, works normally during a juggled opponent.
Zonk Knuckle: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Criminal Uppercut: LP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
Criminal Uppercut: MP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
Criminal Uppercut: HP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
6th: JP4 - SKD- SKD
Criminal Uppercut: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD
Ruffian Kick: LK
JP0 - HKD+ - SKD*
*Untechable
Ruffian Kick: MK
JP1 - SKD - SKD
Ruffian Kick: HK
JP1 - SKD - SKD
Ruffian Kick: EX
JP1 - HKD+ - SKD*
*Untechable
Bad Stone: Normal
JP0 - Stun - SKD
Bad Stone: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Knife Throw: All
JP1 - SKD - SKD
Super - Dead End Irony:
1st: JP1 - SKD* - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD
*First hit causes Stun on LK or MK activation
Ultra - Final Destruction:
JP1 - AUTO - AUTO
Ultra - Last Dread Dust:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - Stun - SKD
9th: JP1 - Stun - SKD
10th: JP2 - Stun - SKD
11th: JP3 - Stun - SKD
12th: JP4 - Stun - SKD
13th: JP5 - AUTO - AUTO
Bad Spray:
1st: JP0 - FLOAT - FLOAT
2nd: JP0 - SKD- SKD
[/spoiler]
[spoiler=Dan**]
Dan
Neutral Jump Strong: MP
JP1 - Stun - Reset
Neutral Jump Fierce: HP
JP1 - Stun - HKD
Crouch Taunt:
JP1 - Stun - Reset
Aerial Taunt: Yahoo!
JP1 - Stun - Reset
Gadouken: Normal
JP0 - Stun - SKD
Gadouken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Koryuken: Normal
JP0 - SKD - SKD
Koryuken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dankukyaku: LK & LK Air
JP0 - SKD - SKD
Dankukyaku: MK & MK Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dankukyaku: HK & HK Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Dankukyaku: EX
JP0 - AUTO - AUTO
Dankukyaku**: EX Air
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Super - Hisho Buraiken:
1st - 18th: Ascending* - Stun - SKD
19th: JP18 - SKD - SKD
*Starting from JP0 for first hit add one JP for each subsequent hit
Ultra - Shisso Buraiken:
JP0 - AUTO - AUTO
Ultra - Hoah Gadouken:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
[/spoiler]
[spoiler=Dee Jay**]
Dee Jay
Crouch MK:
JP0 - HKD+ - HKD+
Crouch HK:
JP0 - HKD+ - Reset*
*Move has two hit boxes, leg off ground causes SKD (In Air)
Close Roundhouse: HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Far HP:
JP0 - Stun (CH = Float*) - Reset
*Counter Hit causes Stun on crouching opponents
Air Slasher: Normal
JP1 - Stun - SKD
Air Slasher: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Double Rolling Sobat: LK
JP0 - SKD - SKD
Double Rolling Sobat: MK HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Double Rolling Sobat: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Jacknife Maximum: LK
JP0 - SKD - SKD
Jacknife Maximum: MK
1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
Jacknife Maximum: HK
1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Jacknife Maximum: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
Machine Gun Upper: Normals - Extended
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
Final*: JP0 - SKD - SKD
*Removes all juggle potential
Machine Gun Upper: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
7th: JP0 - SKD - SKD
Super - Sobat Carnival:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
7th: JP7 - HKD+ - HKD+
Ultra 1 - Sobat Festival: Raw
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD
Ultra 1 - Sobat Festival: During Super
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
Ultra 2 - Climax Beat:
1st: JP1 - AUTO - AUTO
2nd: JP1- AUTO - AUTO
3rd: JP1 - AUTO - AUTO
4th: JP1+ - Stun - SKD
5th: JP1+ - Stun - SKD
6th: JP1+ - Stun - SKD
7th: JP1+ - Stun - SKD
8th: JP1+ - Stun - SKD
9th: JP1+ - Stun - SKD
10th: JP1+ - Stun - SKD
11th: JP1 - SKD - SKD
[/spoiler]
[spoiler=Dahlsim**]
Dahlsim
Yoga Mummy:
JP1 - Stun - SKD
Yoga Fire: LP
JP0 - Stun - SKD
Yoga Fire:MP HP
JP0 - SKD - SKD
Yoga Fire: EX
JP0 - Stun - SKD (CH = Float)
JP1 - Stun - SKD
Yoga Flame: Normal
JP0 - SKD - SKD
Yoga Flame: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Yoga Blast**: LK/MK
JP0 - N/A - SKD*
* Untechable
Yoga Blast**: HK
JP0 - N/A - FLOAT*
* Untechable
Yoga Blast**: EX
JP0 - N/A - Float*
JP1 - N/A - SKD*
* Untechable
Yoga Inferno:
1st: JPX* - SKD - SKD
2nd: JPX* - SKD - SKD
3rd: JPX* - SKD - SKD
4th: JPX* - SKD - SKD
5th: JPX* - SKD - SKD
*Resets Juggle Counter to JP0 (Float)
Yoga Catastrophe:
1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float
[/spoiler]
[spoiler=Dudley**]
Dudley
Roundhouse Overhead: Forward + HK
JP0 - Stun - HKD+
Crouch MK:
JP0 - HKD+ - SKD
Crouch HK:
JP2 - SKD - SKD
Side Jump Roundhouse: HK
JP0 - Stun - HKD
Jet Upper: LP MP
JP0 - SKD - SKD
Jet Upper: HP EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - sKD
Cross Counter: Normal
JP0* - SKD - SKD
*Removes all juggle potential
Cross Counter: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: - JP2 - SKD - SKD
Short Swing Blow: Normal
JP0 - Stun (CH = SKD) - SKD
Short Swing Blow: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Float - Float
Ducking Straight: All
JP1+ - Stun - SKD
Ducking Upper: All
1st: JP1+ - Stun - SKD
2nd: JP2* - Stun - SKD
Second hit adds two juggle points on hit.
Thunder Bolt**: Normal
1st: JP0 - HKD+ - HKD+
2nd: JP1 - HKD+ - HKD+
Thunderbolt**: EX
1st: JP0 - Stun - HKD+
2nd: JP1 - Stun - HKD+
3rd: JP2 - Stun - HKD+
4th: JP3 - Stun - HKD+
5th: JP4 - HKD+ - HKD+
Machine Gun Blow: LP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
Machine Gun Blow: MP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
Machine Gun Blow: HP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
Machine Gun Blow: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - SKD - SKD
Super - Rocket Upper**:
1st: JP5 - SKD - SKD
2-16th: JP5* - SKD - SKD
*Ascending JP
Ultra 1 - Rolling Thunder**:
1st: JP0 - Stun - N/A
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun -SKD
5th: JP4 - AUTO - SKD
6th: JP5 - Stun - SKD
7th: JP5 - Stun - SKD
Ultra 2 - Corkscrew Cross:
1st: JP0 - AUTO - AUTO
2nd: JP1 - AUTO - SKD
3rd: JP2 - AUTO - SKD
4th: JP3 - AUTO - SKD
5th: JP4 - AUTO - SKD
6th: JP5 - AUTO - SKD
7th JP6 - AUTO - SKD
[/spoiler]
[spoiler=E.Honda]
E Honda
Shikofumi: Overhead
JP0 - HKD+ - Reset
Hundred Hand Slap: All
All Hits: JP0 - Stun - SKD
Sumo Splash: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - HKD+ - SKD
Sumo Splash: EX
1st: JP1 - SKD - SKD
2nd: JP1 - HKD+ - HKD
Sumo Headbutt: Normal
JP0 - SKD -SKD
Sumo Headbutt: EX
JP2 - SKD - SKD
Super - Super Killer Head Ram:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
Ultra - Ultra Killer Head Ram:
JP1 - AUTO - AUTO
[/spoiler]
[spoiler=El Fuerte**]
El Fuerte
Close Standing HK:
JP0 - SKD - SKD
Far Standing HK:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
Tostada Press: Run + MP
JP1 - HKD+ - SKD
Gordita Sobat: Run + MK
JP0 - Stun - SKD
Calamari Slide: Run + HK
JP0 - HKD+ - N/A
Quesadilla Bomb: Level 1
JP0 - Stun - SKD
Quasdiall Bomb: All Except Level 1
JP0 - SKD - SKD
Quasdiall Bomb: All Except Level 1
JP0 - SKD (CH = FLOAT*) - SKD (CH = FLOAT*)
* Wall Bounce
Guacamole Leg Throw: All
JP1- N/A - AUTO
Propeller Tortilla: Run Back + HP
JP0 - THROW* - N/A
*Can combo after in corner with LK. Character Specific
Super - El Fuerte Dynamite:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - AUTO - AUTO
[/spoiler]
[spoiler=Evil Ryu**]
Evil Ryu
Close Roundhouse: HK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - Reset
Tenmakujinkyaku: Dive Kick
JP1 - Stun - Reset
Diagonal Jump Strong: Jump + MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Hop Kick: Forward + MK
JP2 - Stun - Reset
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Tatsumaki Senpukyaku: LK
JP0 - Float - Float
Tatsumaki Senpukyaku: MK
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
3rd: JP0 - SKD - SKD
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP1 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpukyaku: LK Air
JP0 - SKD - SKD (CH=Float)
Tatsumaki Senpukyaku: MK Air
1st: JP0 - SKD (CH=SKD*) - SKD
2nd: JP0 - SKD (CH=SKD*) - SKD
* Knockdown is considerably closer, can follow up mid screen.
Tatsumaki Senpukyaku: HK Air
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Shoryuken: LP
JP0 - SKD - SKD
Shoryuken: MP HP
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Shoryuken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Shakanetsu Hadouken: LP
JP1 - SKD - SKD
Shakanetsu Hadouken: MP
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shakanetsu Hadouken: HP & EX
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD
Axe Kick: LK
JP0 - Stun - HKD+
Axe Kick: MK
JP6 - Stun - HKD+
Axe Kick: HK
JP1 - HKD+ - HKD+
Axe Kick: EX
JP2 - HKD+ - HKD+
Ultra - Metsu Hadouken:
1st: JP1 - Stun* - SKD*
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD - SKD
* Auto if fully charged & close
Ultra 2 - Messatsu Goshoryu
1st: JP0 - AUTO* - AUTO*
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3- Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD* - SKD*
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
*Both 1st & 6th hit must make contact for Ultra cinematic to occur, if first hit is blocked & 6th strike hits. then cinematic will still ensue.
[/spoiler]
[spoiler=Fei Long]
Fei Long
Rekka: All
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Flame Kick: LK/MK
JP0 - SKD - SKD
Flame Kick: HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Flame Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Chicken Wing: All
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
Super - Rekkashinken:
1st: JPX- Stun - SKD*
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
* Resets Juggle counter to FLOAT when hitting a juggle opponent (Like Dahlsims Super)
Ultra - Rekkashingeki:
1st: JPX- Stun - SKD
2nd: JP0 - AUTO - N/A
3rd: JPX - Stun - SKD
4th: JP0 - AUTO - N/A
5th: JPX - SKD - SKD
[/spoiler]
[spoiler=Gen]
Gen
Crouch LK: Crane
JP0 - Float - Float
Jump Target: Shakudan (Crane)
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Standing HK: Crane
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Crouch HP: Crane
JP0 - Stun (CH = SKD) - Reset (CH = SKD)
Hyakurenko: All (Hands)
All Hits: JP0 - Stun - SKD
Gekiro: All
1st: JP0 - SKD - SKD
Continued: JPX - SKD - SKD
Final: JPX - HKD - HKD
Jyasen: All (Roll)
All Hits: JP0 - Stun - SKD
Oga: All (Wall Strike)
JP0 - Float - Float
Mantis Super - Zen'ei:
JP0 - Auto - Auto
Crane Super - Jyakoha:
JPX - N/A - AUTO
Mantis Ultra 1 - Zetsui
JP0 - Auto - Auto
Mantis Ultra 2 - Shitenketsu:
1st: JP0 - AUTO - AUTO
Remaining: JP0 - AUTO - SKD
Crane Ultra 1 - Ryukoha:
JPX - N/A - AUTO
Crane Ultra 2 - Teiga:
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=Gouken*]
Gouken
Amaoroshi: Back Throw
Causes Airborne, not Float
Side Jump: Jump + MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Nuetral Jump Fierce: HP
JP1 - Stun - HKD
Side Jump Roundhouse: HK
JP1 - Stun - HKD
Gohadouken: Normal
JP0+ - Stun - Float
Gohadouken: Normal Charged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
Gohadouken: EX Uncharged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
Gohadouken: EX Charged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
3rd: JP0+ - Float - Float
4th: JP0+ - Float - Float
Senkugoshoha: Normal (Palm)
JP0 - SKD - SKD
Senkugoshoha: EX (Palm)
1st: JP0 - Stun - Float
2nd: JP0 - Float - Float
Tatsumaki Gorasen: LK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Gorasen: MK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Tatsumaki Gorasen: HK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
Tatsumaki Gorasen: EX
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
Kongoshin: All (Counter)
JP0 - Float - Float
Hyakkishu: Sweep
JP0 - HKD+ - HKD+
Hyakkishu: Dive Kick
JP0 - Stun - Reset
Super - Forbidden Shoryuken:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
Ultra 1 - Shin Shoryuken:
1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
Ultra 2 - Denjin Hadouken:
1st: JP2 - Stun - Float
2nd: JP3 - Stun - Float
3rd: JP4 - Stun - Float
Final: JP5 - Float - Float
Fully Charged has continued ascending Juggle Points up to JP9 (8 hits starting at JP2)
[/spoiler]
[spoiler=Guile]
Guile
Guile High Kick: Down + Forward + Roundhouse
JP0 - Float - Float
Sonic Boom: Normal
JP0 - Stun - SKD
Sonic Boom: EX
1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD
Flash Kick: Normal
JP0 - SKD - SKD
Flash Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Double Flash:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
Ultra 1 - Flash Explosion:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - AUTO - AUTO
Ultra 2 - Sonic Hurricane:
1st: JP0 - FLOAT - FLOAT
2nd: JP1 - FLOAT - FLOAT
3rd: JP2 - FLOAT - FLOAT
4th: JP3 - FLOAT - FLOAT
5th: JP4 - FLOAT - FLOAT
6th: JP5 - FLOAT - FLOAT
[/spoiler]
[spoiler=Guy]
Guy
Crouch HK: Slide
JP0 - HKD+* - HKD+*
Note - At long distance causes JP0 - Stun - Reset
Nuetral Jump: HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Elbow Drop: Jump + Down + MP
JP1 - Stun - Reset
Ninja Sickle: Down Forward HK
1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float
Bushin Gokusaken: Target Combo
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - SKD - SKD
Bushin Gokusaken Throw: Target Combo Back Throw
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Float - N/A
Hozanto: Normal
JP0 - SKD - SKD
Hozanto: EX
JP1 - SKD - SKD
Shadow Kick: Running Slide
JP0 - HKD+ - HKD+
Neck Flip: Running Overhead
1st: JP0 - Stun - Float
2nd: JP0 - Stun - SKD
Neck Flip: EX
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
Bushin Senpukyaku: LK MK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD- SKD
Bushin Senpukyaku: HK EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD
Super - Bushin Hasoken:
JPX - Auto - Auto
Note - If any single hit misses combo will end
Ultra 1 - Bushin Goraisenpujin:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - Auto - Auto
[/spoiler]
[spoiler=Hakan]
Hakan
Notes - Status in brackets indicates effects when oiled.
Diagonal Jump: MP
JP0 - Stun - SKD
Step Knee: Forward + HK
JP1 – Stun (HKD+) - Reset (HKD+)
Oil Slide:
JP1 - HKD+ - SKD
Ultra 2 - Oil Combination Hold:
JP1 - N/A - AUTO
[/spoiler]
[spoiler=Ibuki**]
Ibuki
Crouch Fierce: HP
JP2 - Stun - Reset
Sweep Combo: (All versions)
1st: JP0 - HKD+ - HKD+
2nd: JP1 - Stun - Reset
Close Roundhouse: HK
1st: JP0 - SKD - SKD
2nd JP1 - SKD - SKD
Diagonal Jump: HK
JP2 - Stun - HKD
Agemen: Back + MP
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Hammer Kick: Forward + MK
JP0 - Stun - HKD
Kuna Throw: Normal
JP0 - Stun - SKD
Kunai Throw: EX
1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD
Neck Breaker: All
JP0 - AUTO - AUTO
Raida: All (Explosion Grab)
JP1 - AUTO - AUTO
Kazegiri: All (Dragon Kick)
1st: JP1 - SKD - SKD
2nd: JP2- SKD - SKD
3rd: JP3 - SKD - SKD
Tsumuji: LK (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
Tsumuji: MK HK (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun* - SKD
* Can Cause HKD+ if down is held
Tsumuji: EX (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD* - SKD
* Can Cause HKD if down is held
Hien: All (Overhead Jump Stomps)
JP0 - AUTO - AUTO
Super - Kasumi Suzuka:
All Hits: JPX - Stun - SKD
Ultra 1 - Yoroitoshi**:
1st: JP0 - THROW - THROW*
2nd-8th: JPX - Stun - SKD
* Cannot hit a juggled target
Ultra 2 - Hashinsho**:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5+ - SKD - SKD
6th: JP1 - AUTO - AUTO
7th: JP6 - SKD - SKD
[/spoiler]
[spoiler=Juri*]
Juri
Diagonal Jump Strong: MP
JP0+ - Stun - Float
Diagonal Jump Fierce:HP
JP1 - HKD - HKD
Close Fierce: HP
JP0 - SKD - SKD
Fuhajin: Kick
JP1 - SKD - SKD
Fuhajin: Projectile
JP2 - Stun - SKD
Fuhajin: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shikusen: Normal Complete (Dive Kick Aerial Combo)
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Shikusen: EX (dive Kick Aerial Combo)
JP0 - AUTO - AUTO
Note - Auto combo ends with Wall Bounce -> SKD (JP1)
Senpusha: LK Pinwheel
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Senpusha: MK/HK Pinwheel
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 – SKD* - SKD*
Note: Final hit removes all combo potential
Senpusha: EX Pinwheel
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD - SKD
Super - Fuharenjin:
All Hits: JP1+ - SKD - SKD
Final Hit: JP1 – SKD* - SKD*
Note: Final hit removes all juggle potential
Ultra 1 - Feng Shui Engine:
All become JP1:
Close / Far HP
Close / Far MP
Close MK Second hit
Far MK
Close HK Second Hit
Far HK
Ultra - Kaisen Dankairaku
Floor Spin: JP1 - AUTO - AUTO
Middle Ascension: JP2 - AUTO - AUTO
Peak: JP3 - AUTO - AUTO
[/spoiler]
[spoiler=Ken*]
Ken
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Tatsumaki Senpukyaku: LK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
* Add 2 Juggle Points if this hits an airborne target, only add one Juggle Point if it hits a juggled target.
Tatsumaki Senpukyaku: MK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it his a juggled target
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
5th: JP1 - Stun - SKD*
* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it hits a juggled target
Tatsumaki Senpukyaku: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
5th: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air LK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air MK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air EX
1st: JP4 - Stun - SKD
2nd: JP4 - Stun - SKD
3rd: JP4 - Stun - SKD
4th: JP4 - Stun - SKD
Shoryuken: LP
JP0 - SKD - SKD
Shoryuken: MP
1st: JP0 - Stun (CH = SKD) - SKD
2nd: JP1 - SKD - SKD
Shoryuken: HP
1st: JP0 - Stun (CH = Float) - Float
2nd: JP0+ - SKD - SKD
3rd: JP1 - SKD - SKD
Shoryuken: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD
Super - Shoryureppa:
1st: JP0 - Stun - SKD
2nd: JP1+ - Stun - SKD
3rd: JP1+ - Stun - SKD
4th: JP0 - SKD - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD – SKD
Ultra - Shinryuken:
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX- SKD - SKD
7th: JPX - SKD - SKD
8th: JPX - SKD - SKD
9th: JPX - SKD - SKD
10th: JPX - SKD - SKD
Ultra - Guren Senpukyaku:
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5- Stun - SKD
7th: JP6 - Stun - SKD
8th: JP7 - Stun - SKD
9th: JP8 - Stun - SKD
10th: JP9 - Stun - SKD
11th: JP10 - AUTO - SKD
[/spoiler]
[spoiler=M.Bison]
M Bison
Hell Attack: Diagonal Jump MP -> MP
1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD
Psycho Crusher: Normal
JP0 - SKD - SKD
Psycho Crusher: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Double Knee Press: Normal
1st: JP0 - Stun -SKD
2nd: JP0 - SKD - SKD
Double Knee Press: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Head Press: Normal
JP0 - Stun - SKD
Head Press: EX
JP0 – HKD+ - SKD
Somersault Skull Diver: Normal
JP0 - Stun - SKD
Somersault Skull Diver: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Devils Reverse: Normal
JP0 - SKD - SKD
Devils Reverse: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Knee Press Nightmare:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX – HKD+ - HKD+
Ultra - Nightmare Booster:
1st: JPX - STAND - SKD
2nd: JPX - STAND - SKD
3rd: JPX - STAND - SKD
4th: JPX - STAND - SKD
5th: JPX - AUTO - AUTO
Ultra 2 - Psycho Punisher:
JP1 - AUTO - AUTO
[/spoiler]
[spoiler=Makoto]
Makoto
All Jump Fierce: HP
JP1 - Stun - Reset
Forward Short: -> + LK
JP1 - Stun - Reset
Hayate: Normal (Dash Punch)
JP1 - Stun* - SKD
Fully charged (Level 4 & 5) causes SKD
Hayate: EX (Dash Punch)
JP2 - SKD - SKD
Oroshi: LP MP (Overhead Chop)
JP0 - Stun - HKD
Oroshi: HP (Overhead Chop)
JP0 – HKD+ - HKD+
Oroshi: EX (Overhead Chop)
JP1 – HKD+ - HKD+
Fukiage: All (Up Punch)
JP1 - N/A - SKD
Tsurugi: LK MK (Axe Kick)
JP1 - Stun - SKD
Tsurugi: HK (Axe Kick)
JP1 - HKD - HKD
Tsurugi: EX (Axe Kick)
1st: JP2 - HKD- HKD
2nd: JP3 - HKD - HKD
Ultra 1 - Seichusen Godanzuki:
JP0 - AUTO - AUTO
Ultra 2 - Abare Tosanami*:
* First hit must hit to dash/jump cancel the final hit
1st: JP1 - AUTO - Float*
2nd: JP1+ - SKD - SKD
3rd: JP1+ - SKD - SKD
4th: JP1+ - SKD - SKD
* If the LK or MK version of Abare Tosonami is used, causes SKD
[/spoiler]
[spoiler=Oni**]
Oni
Roundhouse: HK
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - HKD
Back + MP: Stomach Blow
JP1 - Stun - Reset
Forward + Roundhouse: F + HK
JP1 - Stun - SKD
Forward + Fierce*: F + HP
JP0 - Stun - Reset
*Destroys Single Projectiles
Neutral Jump Strong: Jump + MP
JP1 - Stun - HKD
Gohadouken: Normal
JP0 - Stun - SKD
Gohadouken: Normal Charged
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Gohadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Gorai Hadouken: LP (Electric Fireball)
JP1 - SKD - SKD
Gorai Hadouken: MP (Electric Fireball)
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Gorai Hadouken: HP & EX (Electric Fireball)
1st: JP0 - SKD - SKD
2nd: JP1+ - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: LK
JP0 - SKD - Float
Tatsumaki Senpukyaku: MK
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpu Kyaku: Normal Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Tatsumaki Senpukyaku**: EX (After Air Dash)
JP1 - SKD - SKD
Goshoryuken: LP & HP
1st: JP0 - Auto - SKD
2nd: JP1 - SKD - SKD
Goshoryuken: MP
1st: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
Goshoryuken: EX
1st: JP0 - Auto* - Auto*
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
* 1st hit of auto combo is untechable (in case the auto combo whiffs)
Rakan Dantojin: LK Rush Slash
JP0 - Stun - Float
Rakan Dantojin: MK & HK Rush Slash
JP0 - SKD* - SKD*
*Removes all Juggle Potential, unless hitting a juggled opponent
Rakan Dantojin: EX Rush Slash
JP1 - SKD (CH=SKD*) - SKD (CH=SKD*)
*High Elevation.
Sekisei Jiraiken: LK Overhead Palm
JP1 - HKD+ - HKD+
Sekisei Jiraiken: MK Overhead Palm
JP2 - HKD+ - HKD+
Sekisei Jiraiken: HK Overhead Palm
JP0 - HKD+ - HKD+
Sekisei Jiraiken: EX Overhead Palm
1st: JP1 - HKD+ - HKD+
2nd: JP2 - HKD+ - HKD+
Zanku Hadosho: all Air Dash
JP1 - Stun - SKD
Super - Raging Demon**: Air
JP2 - N/A - AUTO
Meido Gohadou: Ultra 1 (all variations)
1st*: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
*First hit is a close range hit, Ground PPP Activation only.
Tenchi Sokaigen: Ultra 2
1st*: JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD
[/spoiler]
[spoiler=Rose]
Rose
Soul Piede: F + HK
JP0 - Stun - SKD
Soul Spark*: Normal
Gains 4 damage for each prjectile absorbed (Max 7)
JP0 - Stun - SKD
Soul Spark*: EX
* each hit Gains 3 damage for each projectile absorbed (Max 7) resets once any kind of projectile has been thrown
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Soul Spiral: All
JP0 - SKD - SKD
Soul Reflect: All
JP0 - SKD - SKD
Soul Throw: All
JP1 - N/A - THROW
Super - Aura Soul Spark*:
* First 4 hits gain 3 damage for each projectile absorbed, final hit gains 5 totalling 17 extra damage per projectile absorbed (Max 7) resets once any kind of projectile has been thrown
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD* - SKD*
*Removes all juggle capability
Ultra 1 - Illusion Spark:
JP0 - AUTO - AUTO
Ultra 2 - Soul Satellite*:
For each absorbed projectile one of the orbs will gain 4 damage (Max 7 absorbed projectiles) resets once any kind of projectile has been thrown
Both Projectiles: JPX+ - Stun - SKD
[/spoiler]
[spoiler=Rufus**]
Rufus
Far Roundhouse: HK
JP0 - Float - SKD
Diagonal Jump Roundhouse: HK
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Fragrance Palm: ->+ HP
JP0 - SKD - SKD
Target Combo: LK -> HK
1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD
Falcon Kick: Dive
JP1 - Stun - Reset
Galactic Tornado: LP
1st: JP1 - Stun - SKD
2nd: JP0 - SKD - SKD
Galactic Tornado: MP
1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Galactic Tornado: HP
1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD - SKD
Galactic Tornado: EX
1st: JP0 - SUCK - N/A
2nd: JP1 - SKD - SKD
Messiah Kick: Normal
JP0 - Stun - SKD
Messiah Kick: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
LK Followup: Somersault
JP1 - SKD - SKD
MK Followup: Sweep
JP0 - HKD - HKD
HK Followup: Overhead
JP0 - HKD - SKD
Snake Strike: LP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP2 - Stun - SKD
Snake Strike: MP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD
Snake Strike: HP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD
Snake Strike: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
Super - Spectacle Romance:
1st JPX - Stun - STAND
2nd: JPX - AUTO - AUTO
Ultra 1 - Space Opera Symphony:
1st - 8th: JPX - SKD - SKD
9th: JPX - AUTO - AUTO
Ultra 2 - Big Bang Typhoon:
JP0 - AUTO - AUTO*
* Different Auto combo, fewer hits.
[/spoiler]
[spoiler=Ryu**]
Ryu
Diagonal Jump Strong**: Jump + MP
1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD
Hadouken: Normal
JP0 - Stun - SKD
Hadouken**: EX
1st: JP1 - SKD* (CH=FLOAT) - SKD* (CH=FLOAT)
2nd: JP2+ - FLOAT - FLOAT
Adds 2 points to Juggle Counter, except when hitting a juggle opponent.
Tatsumaki Senpukyaku: Normal & Air Normal
JP0 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Shoryuken**: LP/HP
JP0 - SKD - SKD
Shoruken: MP & EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Shinku Hadouken:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - SKD* - SKD
* Removes all juggle potential
Ultra - Metsu Hadouken:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD* - SKD
* Removes all juggle potential
Ultra 2 - Metsu Shoruken:
1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
[/spoiler]
[spoiler=Sagat]
Sagat
Forward Step Kick: -> + HK
JP1 - Stun - SKD
Tiger Shot: Normal (High & Low)
JP0 - Stun - SKD
Tiger Shot: EX (High & Low)
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Tiger Knee: Normal
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Tiger Knee: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
Tiger Uppercut: Normal
JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
* Causes spin animation on Counterhit
Tiger Uppercut: EX
1st: JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
* Causes spin animation on Counterhit
Tiger Scar:
+1 JP to all hits of Tiger Uppercut (All versions)
Also adds Armour breaking properties
Super - Tiger Genocide:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - SKD - SKD
Ultra 1 - Tiger Destruction:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - AUTO - AUTO
Ultra 2 - Tiger Cannon:
1st: JP0+ - Stun - Float
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP4+ - Stun - SKD
5th: JP4+ - Stun - SKD
6th: JP4 - Stun - SKD
7th: JP5 - Stun - SKD
8th: JP6 - SKD* - SKD
* Creates Uncomboable State
[/spoiler]
[spoiler=Sakura*]
Sakura
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Tatsu: LK
1st: JP0 - Stun - Reset
Tatsu: MK
1st: JP0 - Stun - Reset
2nd: JP1 - Stun -Reset
Tatsu: HK
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
Tatsu: EX
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
4th: JP0 - Float - Float
Tatsu: Normal Air
1st: JP0 - SKD - SKD
2nd: JP1 – SKD - SKD
Tatsu: Air EX
All Hits: JP2 - SKD - SKD
Shouoken: LP
1st: JP0 - Stun - SKD
2nd: JP0 -SKD - SKD
Shouoken: MP
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
Shouoken: HP
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD
Shouoken: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD
Sakura Otoshi: All
1st: JP1 - SKD - SKD
2nd: JP2 -SKD - SKD
3rd: JP3 - SKD - SKD
Super - Haru Ichiban:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Stun - Reset
5th: JP0 - Stun - Reset
6th: JP0 - Stun - Reset
7th: JP0 - SKD - SKD
Ultra 1 - Haru Ranman:
1st: JP0 - AUTO - AUTO*
2nd: JP0 - AUTO - AUTO
3rd: JP0 - SKD - SKD
* If this hits airborne (Not float) second hit whiffs
Ultra 2 - Shinku Hadouken: & Tengyo
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 – SKD* - SKD
*Removes all Juggle capabilities
[/spoiler]
[spoiler=Seth]
Seth
Diagonal Jump Strong: MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Yosokyaku: Stomp
1st: JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD
Tenmakujinkyaku: Dive Kick
JP4 - Stun - Reset
Sonic Boom: All
Each Boom: JP0 - Stun - SKD
Hyakaretsu: All
JP0 - AUTO - AUTO
Shoryuken: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
Shoryuken: EX
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
6th: JP4 - SKD - SKD
7th: JP5 - SKD - SKD
8th: JP6 - SKD - SKD
Tanden Engine: Normal
JP0 - SUCK - N/A
Tanden Engine: EX
JPX - SUCK - SUCK*
*If hitting airborne, opponent ends up in a standing juggled state until combo finishes. Works normally when hitting a juggled opponent.
Super - Tanden Storm:
Suction: JP0 - SUCK - SUCK*
1st - 22nd: JPX+ - Stun - SKD
23rd: JPX - SKD - SKD
*Puts enemy in a standing/jugglefloat state
Ultra 1 - Tanden Stream:
JP0 - AUTO - AUTO
Ultra 2 - Tanden Typhoon:
Suction: JP0 - SUCK - SUCK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
11th: JP10 - SKD - SKD
12th: JP11 - SKD - SKD
13th: JP12 - SKD - SKD
14th*: JP13 - SKD - SKD
* Enemy has to be quite high for final hit to hit.
[/spoiler]
[spoiler=T.Hawk**]
T Hawk
Close Roundhouse**: HK
JP0 - SKD - SKD
Heavy Should: Side Jump + Down + MP
JP0 - N/A - Reset
Condor Dive: Normal
JP0 - SKD - SKD
Condor Dive: EX
JP2 - SKD - SKD
Condor Spire: Normal
JP0 - SKD - SKD
Condor Spire: EX
JP0 - SKD - SKD
Tomohawk Buster: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
Tomohawk Buster: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
[/spoiler]
[spoiler=Vega**]
Vega
Cosmic Heel: Down + Forward + HK
JP0 - Float - Float
Rolling Crystal Flash: All
All Hits: JP0 - Stun - SKD
Scarlet Terror: LK
JP0 - SKD - SKD
Scarlet Terror: MK + HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Scarlet Terror: EX
1st: JP1 - SKD - SKD
2nd: JP1 - SKD - SKD
Flying Barcelona Attack: Normal Claw Dive or Izuna Drop
JP0 - SKD - SKD
Flying Barcelona Attack: EX Claw Dive
Launcher: JP0 - Float - Float
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
Flying Barcelona Attack: EX Izuna Drop
Launcher: JP0 - Float - Float
2nd: JP1 - Throw - Throw
Sky High Claw**: Normal
JP0 - SKD - SKD
Sky High Claw: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Flying Barcelona Special: Attack
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 -SKD - SKD
4th: JP4 - SKD - SKD
Super - Flying Barcelona Special: Rolling Izuna
JP0 - THROW - THROW
Ultra - Bloody High Claw**:
Launcher: JP0+ - Float - Float
2nd: JP0 - AUTO - AUTO
Ultra 2 - Splendid Claw:
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=Yang*]
Yang:
Close Forward: MK
JP0 - Float - Float
Far Strong: MP
JP1 - Stun - Reset
Far Fierce: HP
JP1 - Stun - Reset
Crouch Short: LK
JP1 - Stun - Reset
Target Combo: Palm
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Target Combo: Kicks
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Dive Kick:
JP1 - Stun - Reset
Tourou Zan: All Normal Rekka
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Tourou Zan: EX Rekka
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
Byakko Soushouda: MP Palm
JP0 - Stun - SKD
Byakko Soushouda: HP Palm
JP0 - SKD - SKD
Byakko Soushouda: EX Palm
JP0 - Float* - Float*
*Cause Wallbounce
Senkyuutai: LK Dragon Kick
1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Senkyuutai: MK/HK Dragon Kick
1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Senkyuutai: EX Dragon Kick
1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Ultra - Raishin Mahhaken
JP0 - AUTO - AUTO
Ultra 2 - Tenshin Senkyuutai
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
[/spoiler]
[spoiler=Yun*]
Yun
Close Forward: MK
JP0 - Float - Float
Dive Kick:
JP1 - Stun - Reset
Sweep Target: Crouch HK -> HK
1st: JP0 - HKD+* - HKD+
2nd: JP1 - SKD - SKD
*If specifically traded with another attack (Not projectile) opponent ends in grounded stun, also throwable, very strict timing.
Forward Fierce: F + HP
JP1 - SKD - SKD
Target Combo:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float
Zesshou Hohou All Normal Rush Punch
JP1 - SKD - SKD
Zesshou Hohou: EX Rush Punch
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Nishokyaku: All Normal Dragon Kick
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Nishokyaku: EX Dragon Kick
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
Kobokushi: Normal Palm
JP0 - Float - Float
Kobokushi: EX Palm
JP1 - Float* - Float*
*Causes Wallbounce
Tetsuzankou: LP Shoulder
JP0 - Stun - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Tetsuzankou: MP/HP Shoulder
JP0 - SKD - SKD
Tetsuzankou: EX Shoulder
1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Super: Genei Gin
- all Ground Normals now cause SKD when hitting an airborne target.
- All attacks are now JP99 (Exceptions Below)
- Forward MK is JP7
- Rush Punch now has 3 hits
- shoulder now has 2 hits.
- Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
- Ultra 2 is now JP99 but has an alternate AUTO combo on 5th hit.
Ultra 1 - You Hou
1st: JP1 - Auto* - Auto*
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float
Auto Causes Float, Adds one juggle point to a juggled enemy.
Ultra 2 - Sourai Rengeki
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
[/spoiler]
[spoiler=Zangief**]
Zangief
Far standing HP**
JP0 - SKD - SKD
Lariat: Normal + Quick
JP0 - SKD - SKD
Green Hand: Normal
JP0 - Stun - SKD
Green Hand*: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun – SKD
[/spoiler]
Last edited by Pokey86 on Sat Mar 30, 2013 6:21 am, edited 102 times in total.
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Re: In Depth Juggle Mechanics Analysis
I am glad someone agrees that is easier to say that the juggle counter starts from 1, so like SRK puts them in juggle 1.
Re: In Depth Juggle Mechanics Analysis
Broken the text limit, this has to go here now.
About hit status:
In SSFIV attacks have different propertied dependant on what the opponent is doing during the hit. The two most common is hitting a Grounded opponent& hitting an opponent in the Air Just because an attack causes a Standard Knockdown on a grounded opponent does not necessarily mean it will cause Standard knockdown if it hits an airborne opponent. (& Vice Versa) On top of this there are certain move that have completely altered properties when hitting as a counterhit. (Sagats Tiger Uppercut as an example)
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TERMINOLOGY - My video will define this with visual reference
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Stun – Hit Stun = In this state the opponent flinches for a short period of time & during this time is completely vulnerable. Barring sweeps; nearly all normals cause this, however specials can also cause this, in particularly fireballs. Aerial opponents cannot be put in this state.
Note – Some moves that cause Hitstun force the opponent to stand up if they are crouching, this is not defined in this guide. (However may be in future)
JP# - Juggle Point = This comes in levels & defines both what state the enemy is in & the level of which a move will hit. for a move to hit it must have THE SAME (or above) Juggle Pointl as the state the character is in. If the character is at a higher state the move will whiff. JPX signifies that a move has no limit to its juggle capabilites & will ALWAYS hit.
JP#+ - Juggle Point Plus = Moves with this property maintain the current juggle point the opponent is in. Therefore if the enemy is in the Float state. After this hit they will remain in float state, it is important to know however, that these moves do not necessarily cause float against an airborne target, a move with JP1+ - Stun – SKD for example will still cause SKD against an airborne target (Taking them to JP1) as opposed to hitting an enemy who is in float state (JP0) would maintain float (Keeping them at JP0)
SKD - Standard Knockdown = Standard Knockdown is the typical attribute given to most moves that start a juggle (EX: Shoryuken, Canon Spike) when this hitsf the opponents juggle point increases to JP1. When in this state only hits with JP1 or higher are able to hit. (For example, the second hit of Ryu’s MP/HP SRK)
HKD - Hard Knockdown = This is not to be confused with an untechable knockdown, this is any move that will cause the opponent to fly towards the floor, majority of the time this will abruptly end a combo, that said there are always exceptions.
HKD+ - Untechable Hard Knock Down = As above, only this is untechable. (No fast recovery)
AUTO - Throws do not play a part in this guide, true throws CANNOT be combod in to besides Focus Attack or Dizzy. Auto here indicates any move (Or hit within a move) in which an autocombo will ensue from it hitting. (& if blocked will not complete) Examples of this are Kens Full Shinryuken, Ryu's Metsu Shoryu, Vipers Burning Dance, the final hits of Abels Rekka his Falling Sky, his Ultra etc.
FLOAT - Float Knockdown = In this state, enemies are in a juggled state (looks exactly like Standard Knockdown) however this puts them in JP0 (Rather than JP1 that SKD causes) with this it means the opponent is almost fully comboable, the advantages of Float Knockdown are:
- The enemy can be hit by almost any move, as they are in JP0, any move with JP0 (Or higher) will hit
- The enemy is in a juggle state, but not yet in at Juggle Point 1, this means that if the next move causes SKD, the enemy progresses to JP1 allowing you a longer, & perhaps stronger juggle combo.
Examples of moves that causes this state are Sakuras EX Tatsu, Akumas LK Tatsu, Dahlsims Ultra, Gens Super.
Note – Moves with the float attribute still increase the juggle counter, remember a juggle starts after the enemy is hit, which causes them to reel in the air unable to perform any action. An airborne/Jumping character is not yet in a juggle state. Therefore if you start a juggle with FLOAT the enemy will start on JP0, however another float attack will still increase the juggle counter by 1.
WALL – Causes the opponent to slam in to the side of the screen & bounce back, in most cases you can progress the combo after.
STAND – a rare attribute in which an airborne enemy will be placed in a standing state, examples are Gens Super, Bisons Ultra 1.
About Juggle Points:
Juggling in SSFIV is defined by a points system. Every hit of every move has its own Juggle Point. For example almost all normals attacks have no capability of hitting a juggled opponent, (JP0) however certain special attacks, Supers & Ultras can hit juggled opponents.
When an enemy is hit by an attack that causes a Standard Knockdown a Juggle is started, the enemy is now in a state known as JP1 (Juggle Point) for an attack to be able to hit this person it must have the same JP or above as the opponent. After an opponent has been put in a juggle, for each single hit that makes contact from here on a juggle point must be added; so if you cause SKD (JP1) & hit the opponent again, they will now be in JP2, hit them again & they are in JP3… etc.
Here’s an example:
AKUMA:
LP SRK:
JP0 – SKD – SKD
Akumas LP SRK Causes Standard knockdown: (SKD) when in SKD the enemy is in Juggle Point 1 (JP1) this means only moves with the same or above juggle point will hit.
FADC
MP SRK:
1st: JP0 – Stun – SRK (WHIFFS)
2nd: JP1 – SKD – SKD
Akumas MP SRK has two hits, only the second hit has a JP high enough to hit. (JP1) Because this is the second time the enemy has been hit in this juggle, a point is added to the counter. (Now JP2)
FADC
HP SRK:
1st: JP0 – Stun – SRK
2nd: JP1 – SKD – SKD
3rd: JP2 – SKD - SKD
Akumas HP SRK has 3 hits, however only the 3rd hit has a high enough JP to hit. (JP2) As this is the third time the enemy has been hit, another point is added to the counter. (Now JP3)
For Akuma to hit again he would need to use an attack that has a Juggle point of 3 or above. (For example his EX Tatsu)
If an enemy is in SKD (JP1) it doesn’t matter if you hit them with a move with a Juggle point of 1 or JP25. It will only ever add 1 point to the counter for each single hit. Any move which does not follow this rule will be noted.
Attack Breakdown:
Attacks are labelled like this
The second section (- Stun -) displays the effect the move will have on a grounded opponent, in this case it will cause (hit-)Stun
The third section (- SKD) displays what the move will cause on an airborne target (As in, jumping) in this case the move will cause Standard Knockdown. In nearly all cases if an move causes SKD to an airborne target it will cause the same effect to a juggled target, however this isn’t always the case.
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CHARACTER - This should look ALOT better when it is seperated on the SRK forums
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Juggle Point - Hitting a Grounded opponent - Hitting an aerial opponent
About hit status:
In SSFIV attacks have different propertied dependant on what the opponent is doing during the hit. The two most common is hitting a Grounded opponent& hitting an opponent in the Air Just because an attack causes a Standard Knockdown on a grounded opponent does not necessarily mean it will cause Standard knockdown if it hits an airborne opponent. (& Vice Versa) On top of this there are certain move that have completely altered properties when hitting as a counterhit. (Sagats Tiger Uppercut as an example)
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TERMINOLOGY - My video will define this with visual reference
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Stun – Hit Stun = In this state the opponent flinches for a short period of time & during this time is completely vulnerable. Barring sweeps; nearly all normals cause this, however specials can also cause this, in particularly fireballs. Aerial opponents cannot be put in this state.
Note – Some moves that cause Hitstun force the opponent to stand up if they are crouching, this is not defined in this guide. (However may be in future)
JP# - Juggle Point = This comes in levels & defines both what state the enemy is in & the level of which a move will hit. for a move to hit it must have THE SAME (or above) Juggle Pointl as the state the character is in. If the character is at a higher state the move will whiff. JPX signifies that a move has no limit to its juggle capabilites & will ALWAYS hit.
JP#+ - Juggle Point Plus = Moves with this property maintain the current juggle point the opponent is in. Therefore if the enemy is in the Float state. After this hit they will remain in float state, it is important to know however, that these moves do not necessarily cause float against an airborne target, a move with JP1+ - Stun – SKD for example will still cause SKD against an airborne target (Taking them to JP1) as opposed to hitting an enemy who is in float state (JP0) would maintain float (Keeping them at JP0)
SKD - Standard Knockdown = Standard Knockdown is the typical attribute given to most moves that start a juggle (EX: Shoryuken, Canon Spike) when this hitsf the opponents juggle point increases to JP1. When in this state only hits with JP1 or higher are able to hit. (For example, the second hit of Ryu’s MP/HP SRK)
HKD - Hard Knockdown = This is not to be confused with an untechable knockdown, this is any move that will cause the opponent to fly towards the floor, majority of the time this will abruptly end a combo, that said there are always exceptions.
HKD+ - Untechable Hard Knock Down = As above, only this is untechable. (No fast recovery)
AUTO - Throws do not play a part in this guide, true throws CANNOT be combod in to besides Focus Attack or Dizzy. Auto here indicates any move (Or hit within a move) in which an autocombo will ensue from it hitting. (& if blocked will not complete) Examples of this are Kens Full Shinryuken, Ryu's Metsu Shoryu, Vipers Burning Dance, the final hits of Abels Rekka his Falling Sky, his Ultra etc.
FLOAT - Float Knockdown = In this state, enemies are in a juggled state (looks exactly like Standard Knockdown) however this puts them in JP0 (Rather than JP1 that SKD causes) with this it means the opponent is almost fully comboable, the advantages of Float Knockdown are:
- The enemy can be hit by almost any move, as they are in JP0, any move with JP0 (Or higher) will hit
- The enemy is in a juggle state, but not yet in at Juggle Point 1, this means that if the next move causes SKD, the enemy progresses to JP1 allowing you a longer, & perhaps stronger juggle combo.
Examples of moves that causes this state are Sakuras EX Tatsu, Akumas LK Tatsu, Dahlsims Ultra, Gens Super.
Note – Moves with the float attribute still increase the juggle counter, remember a juggle starts after the enemy is hit, which causes them to reel in the air unable to perform any action. An airborne/Jumping character is not yet in a juggle state. Therefore if you start a juggle with FLOAT the enemy will start on JP0, however another float attack will still increase the juggle counter by 1.
WALL – Causes the opponent to slam in to the side of the screen & bounce back, in most cases you can progress the combo after.
STAND – a rare attribute in which an airborne enemy will be placed in a standing state, examples are Gens Super, Bisons Ultra 1.
About Juggle Points:
Juggling in SSFIV is defined by a points system. Every hit of every move has its own Juggle Point. For example almost all normals attacks have no capability of hitting a juggled opponent, (JP0) however certain special attacks, Supers & Ultras can hit juggled opponents.
When an enemy is hit by an attack that causes a Standard Knockdown a Juggle is started, the enemy is now in a state known as JP1 (Juggle Point) for an attack to be able to hit this person it must have the same JP or above as the opponent. After an opponent has been put in a juggle, for each single hit that makes contact from here on a juggle point must be added; so if you cause SKD (JP1) & hit the opponent again, they will now be in JP2, hit them again & they are in JP3… etc.
Here’s an example:
AKUMA:
LP SRK:
JP0 – SKD – SKD
Akumas LP SRK Causes Standard knockdown: (SKD) when in SKD the enemy is in Juggle Point 1 (JP1) this means only moves with the same or above juggle point will hit.
FADC
MP SRK:
1st: JP0 – Stun – SRK (WHIFFS)
2nd: JP1 – SKD – SKD
Akumas MP SRK has two hits, only the second hit has a JP high enough to hit. (JP1) Because this is the second time the enemy has been hit in this juggle, a point is added to the counter. (Now JP2)
FADC
HP SRK:
1st: JP0 – Stun – SRK
2nd: JP1 – SKD – SKD
3rd: JP2 – SKD - SKD
Akumas HP SRK has 3 hits, however only the 3rd hit has a high enough JP to hit. (JP2) As this is the third time the enemy has been hit, another point is added to the counter. (Now JP3)
For Akuma to hit again he would need to use an attack that has a Juggle point of 3 or above. (For example his EX Tatsu)
If an enemy is in SKD (JP1) it doesn’t matter if you hit them with a move with a Juggle point of 1 or JP25. It will only ever add 1 point to the counter for each single hit. Any move which does not follow this rule will be noted.
Attack Breakdown:
Attacks are labelled like this
So, the first section (JP# -) indicates the juggle point of the attack, the number in this section indicates how many times the opponent can be juggled before the move will no longer hit.JP# - Stun - SKD
Juggle Point – Ground Hit – Air Hit
The second section (- Stun -) displays the effect the move will have on a grounded opponent, in this case it will cause (hit-)Stun
The third section (- SKD) displays what the move will cause on an airborne target (As in, jumping) in this case the move will cause Standard Knockdown. In nearly all cases if an move causes SKD to an airborne target it will cause the same effect to a juggled target, however this isn’t always the case.
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CHARACTER - This should look ALOT better when it is seperated on the SRK forums
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Juggle Point - Hitting a Grounded opponent - Hitting an aerial opponent
Last edited by Pokey86 on Mon Jun 27, 2011 5:00 pm, edited 1 time in total.
Re: In Depth Juggle Mechanics Analysis
I will contribute with some stuff that might not be obvious:
Hakan:
f.HK: JP 1 (j.MP -> slide xx FADC xx f.Hk doesn't work)
Adon:
close s.HK: JP 1
far s.HK: hit 2: JP 1
Makoto:
f.LK: JP 1
Dudley:
f.HK: sweeps on AA hit.
c.MK: causes standard knockdown on AA hit.
Ibuki:
j.HK: JP 2(or more), causes standard knockdown on AA hit.
f.MK: Causes standard knockdown on AA hit.
b.MP:
1: JP 0: Causes standard knockdown on AA hit.
2: JP 1
c.HP: JP 2 (or more)
Hakan:
f.HK: JP 1 (j.MP -> slide xx FADC xx f.Hk doesn't work)
Adon:
close s.HK: JP 1
far s.HK: hit 2: JP 1
Makoto:
f.LK: JP 1
Dudley:
f.HK: sweeps on AA hit.
c.MK: causes standard knockdown on AA hit.
Ibuki:
j.HK: JP 2(or more), causes standard knockdown on AA hit.
f.MK: Causes standard knockdown on AA hit.
b.MP:
1: JP 0: Causes standard knockdown on AA hit.
2: JP 1
c.HP: JP 2 (or more)
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Re: In Depth Juggle Mechanics Analysis
What's up with all this new characters getting so much normals that juggle.In sf4, except some generic jumping medium punch(ryu, gouken, dan, sagat, seth, chun(yeah it's j.hp not mp), bison- i exclude those because they are the same generic bland bullshit, jumping something), the only normasl that juggled where like what, sagat's f.hk, and some divekicks?
The new juggling normals seem interesting.Ibuki's b.mp and cr.hp and j.hk seem maybe the most interesting.
The new juggling normals seem interesting.Ibuki's b.mp and cr.hp and j.hk seem maybe the most interesting.
Re: In Depth Juggle Mechanics Analysis
Some errors:
Abel's finish low and finish mid are not grabs, they are hits, otherwise you couldn't combo into them or block them. Maj proved somewhere that you can combo into Finish low. Same goes for super and Ultra. You should work on your definition of grab tbh. I'm not going to complain about this anymore.
You forgot to add the 2nd hit of Adons far s.HK. The EX jaguar kicks can be teched, and therefore isn't hard knockdown. Ground EX Jag kick doesn't even knock them downwards in a juggle. And last hit of super crumples? That's insane XD
Blanka's Super and Ultra 1 has two hits with JP 0, making it impossible to connect them all. One is on the way up, the other is the first hit when you are on the ground. I can't guarantee this, but you can try it if you block the rising hit, then get hit by the rest of the ultra.
Abel's finish low and finish mid are not grabs, they are hits, otherwise you couldn't combo into them or block them. Maj proved somewhere that you can combo into Finish low. Same goes for super and Ultra. You should work on your definition of grab tbh. I'm not going to complain about this anymore.
You forgot to add the 2nd hit of Adons far s.HK. The EX jaguar kicks can be teched, and therefore isn't hard knockdown. Ground EX Jag kick doesn't even knock them downwards in a juggle. And last hit of super crumples? That's insane XD
Blanka's Super and Ultra 1 has two hits with JP 0, making it impossible to connect them all. One is on the way up, the other is the first hit when you are on the ground. I can't guarantee this, but you can try it if you block the rising hit, then get hit by the rest of the ultra.
Re: In Depth Juggle Mechanics Analysis
[spoiler=Abel]
Abel
Crouch Fierce: Down + HP
1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float
Rekka: All Variations
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Auto - Auto
Wheel Kick Normal
JP0 - Stun - HKD
Wheel Kick: EX
1st: JP0 - Stun - HKD
2nd: JP1 - Stun - HKD
Falling Sky
JP0 - N/A - Auto
EX Falling Sky
JP1 - N/A - Auto
Super - Heartless
JP0 - Auto - Auto
Ultra 1 - Soulless
JP1 - Auto - Auto
[/spoiler]
[spoiler=Adon**]
Adon
Close HK: Roundhouse
JP1 - Stun - Reset
Far HK: Roundhouse
1st: JP1 - Stun - Reset
2nd: JP1 - Stun - Reset
Jaguar Kick: LK MK HK (Ground & Air)
JP0 - Stun – Reset
EX Jaguar Kick: EX
1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - SKD
EX Jaguar Kick: EX Air
1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - HKD
Rising Jaguar: LK & MK
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Rising Jaguar: HK
1st: JP0 - SKD - SKD
2nd: JP 2 - SKD - SKD
Rising Jaguar Kick: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Jaguar Tooth: LK MK HK
JP0 - Stun - SKD
Jaguar Tooth: EX
JP1 - SKD - SKD
Super - Jaguar Varied Assault: Standard
1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - Crumple - Wall
Super - Jaguar Varied Assault: Thousand Jaguars
1st - 17th: JP1+ - Stun - SKD
18th: JP1 - SKD - SKD
*Mash LP/MP/HP for max hits
Super - Jaguar Varied Assault: Jaguar Assassin
1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD
Ultra1 - Jaguar Revolver:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Auto - HKD+
Ultra 2 Jaguar Avalanche:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - N/A - Auto
[/spoiler]
[spoiler=Akuma]
Akuma
Gohadouken: Normal
JP0 - Stun - SKD
Gohadouken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Shaku: LP
JP2 - SKD - SKD
Shaku: MP
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shaku: HP & EX
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD
Zanku Hadouken: All
JP0 - Stun - SKD
Goshoryuken: LP
JP0 - SKD - SKD
Goshoryuken: MP
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Goshoryuken: HP
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD
Goshoryuken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD
Demon Flip: Palm
JP0 - HKD+ - HKD+
Demon Flip: Dive Kick
JP0 - Stun - Reset
Demon Flip: Sweep
JP0 - HKD+ - HKD+
Tatsu: LK
JP0 - Float - Float
Tatsu: MK
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
Tatsu: HK
1st: JP0 - Stun -SKD
2nd: JP1 - SKD - SKD
3rd: - JP1 - SKD - SKD
Tatsu: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun - SKD
5th: JP5 - SKD - SKD
Tatsu: All Air
1st: JP0 - Float - Float
2nd: JP0 - Float - Float
Tatsu: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
Ultra - Demon Armageddon:
JP0 - Auto - Auto
[/spoiler]
[spoiler=Balrog]
Balrog
Buffalo Head: All
JP0 - SKD - SKD
Dash Straight: All
JP0 - Stun - SKD
Dash Low Straight: All
JP0 - HKD+ - HKD+
Dash Upper: All
JP0 - Stun - SKD
Dash Swing Blow: All
JP0 - Stun - SKD
Dash Low Smash:
JP0 - SKD - SKD
Super - Crazy Buffalo*: Kick version only
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun – SKD
*Punch Version is JP0
Ultra - violent Buffalo: Punch Version
1st hit: JP1 - Stun - SKD
2nd - 8th: JP0 - Stun- SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD
Ultra - violent Buffalo: Kick Version
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2+ - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP3+ - Stun - SKD
6th: JP3 - Stun - SKD
7th: JP4+ - Stun - SKD
8th: JP4 - Stun - SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD
[/spoiler]
[spoiler=Blanka**]
Blanka
Electric Thunder: All
JP0 – SKD - SKD
Horizontal Ball: LP/MP
JP0 – Stun - SKD
Horizontal Ball**: HP
JP0 – SKD - SKD
Horizontal Ball**: EX
JP0 – FLOAT* - FLOAT**
*If hitting far away causes Stun
** If hitting far away causes SKD
Vertical Ball: All Normal
JP0 – Stun - SKD
Vertical Ball: EX
JP0 – SKD - SKD
Rainbow Ball: All
JP0 – SKD - SKD
Super - Ground Shave Roll:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Ultra - Electric Cannonball:
1st: JP0 - Stun - N/A
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
Ultra 2 - Shout of Earth: Ground
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP2 - SKD - SKD
Ultra 2 - Shout of Earth: Air
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=C.Viper**]
C Viper
Far Roundhouse: HK
JP1 - Stun - HKD
Thunder Knuckle:LP/MP
JP0 - Stun - SKD
Thunder Knuckle: HP
JP1 - SKD - SKD
Thunder Knuckle: EX
1st: JP0 - Crumple - SKD
2nd: JP1 - Crumple - SKD
Seismic Hammer: All
JP0 - Float - N/A
Burning Kick: Normal
JP0 - SKD - SKD
Burning Kick: Normal Air
JP1 - SKD - SKD
Burning Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Burning Kick**: EX Air
1st: JP1+ - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3+ - SKD - SKD
4th: JP4 - SKD - SKD
Super - Emergency Combination:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX – SKD - SKD
Ultra - Burst Time:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
Ultra - Burning Dance:
JP0 - Auto - Auto
[/spoiler]
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><><><><><><><><><><>><><
[spoiler=Cammy]
Cammy
Spiral Arrow: LK MK
JP0 - SKD - SKD
Spiral Arrow: HK EX
1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD
Canon Spike:* Normal
1st: JP1 - SKD - SKD
2nd: JP0 - SKD - SKD
Canon Spike: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Spin Knuckle: All
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
Canon Strike: All
JP0 - Stun - Reset
Hooligan Combination: Sweep
JP0 - SKD - SKD
Super - Spin Drive Smasher:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - Stun - SKD
6th: JPX - Stun - SKD
7th: JPX - SKD - SKD
Ultra - Gyro Drive Smasher:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JP0 - AUTO - SKD
6th: JPX - Stun - SKD
7th: JPX - Stun - SKD
8th: JPX- SKD - SKD
[/spoiler]
[spoiler=Chun Li]
Chun Li
Rear Spin Kick: DF + LK
JP0 - Stun (CH=SKD) - SKD
Neutral Jump Fierce: Jump + HP
1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD
Jump Target Combo: HP + HP
1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD
Yosokyaku: Down + MK X 3
1st:JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD
Hyakaretsukyaku: Normal Lightning Legs
All Hits: JP0 - Stun - SKD
Hyakaretsukyaku: EX Legs
1st: JP4 - SKD - SKD
2nd: JP4 - SKD - SKD
3rd: JP4 - SKD - SKD
4th: JP4 - SKD - SKD
Kikouken: Normal
JP0 - Stun - SKD
Kikouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Spinning Bird Kick: Normal
All hits: JP0 - Stun - SKD
Spinning Bird Kick: EX
1st: JP5 - SKD - SKD
2nd: JP6 - SKD - SKD
3rd: JP7 - SKD - SKD
4th: JP8 - SKD - SKD
5th: JP9 - SKD - SKD
Hazanshu: Normal
JP0 - Stun - HKD+
Hazanshu: EX
JP0 - HKD+ - HKD+
Super - Senretsukyaku:
1st - 8th: JPX - Stun - SKD
9th: JPX - SKD - SKD
Ultra 1 - Hosenka:
1st - 8th: JPX - Stun - SKD
9th: JPX - AUTO - AUTO
Ultra 2 - Kikosho:
1st to 19th: - JP20 - Stun - SKD
20th: JP20 - SKD - SKD
[/spoiler]
[spoiler=Cody**]
Cody
Stomach Blow: F + MP
JP1 - Stun - Reset
Neutral Jump: HP
JP1 - Stun - HKD
Crack Kick: F + HK
JP1 - SKD - SKD
Zonk Knuckle: Normal
JP1 - SKD* - SKD*
*removes all potential for juggle when hitting a standing or airborne enemy, works normally during a juggled opponent.
Zonk Knuckle: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Criminal Uppercut: LP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
Criminal Uppercut: MP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
Criminal Uppercut: HP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
6th: JP4 - SKD- SKD
Criminal Uppercut: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD
Ruffian Kick: LK
JP0 - HKD+ - SKD*
*Untechable
Ruffian Kick: MK
JP1 - SKD - SKD
Ruffian Kick: HK
JP1 - SKD - SKD
Ruffian Kick: EX
JP1 - HKD+ - SKD*
*Untechable
Bad Stone: Normal
JP0 - Stun - SKD
Bad Stone: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Knife Throw: All
JP1 - SKD - SKD
Super - Dead End Irony:
1st: JP1 - SKD* - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD
*First hit causes Stun on LK or MK activation
Ultra - Final Destruction:
JP1 - AUTO - AUTO
Ultra - Last Dread Dust:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - Stun - SKD
9th: JP1 - Stun - SKD
10th: JP2 - Stun - SKD
11th: JP3 - Stun - SKD
12th: JP4 - Stun - SKD
13th: JP5 - AUTO - AUTO
Bad Spray:
1st: JP0 - FLOAT - FLOAT
2nd: JP0 - SKD- SKD
[/spoiler]
[spoiler=Dan**]
Dan
Neutral Jump Strong: MP
JP1 - Stun - Reset
Neutral Jump Fierce: HP
JP1 - Stun - HKD
Crouch Taunt:
JP1 - Stun - Reset
Aerial Taunt: Yahoo!
JP1 - Stun - Reset
Gadouken: Normal
JP0 - Stun - SKD
Gadouken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Koryuken: Normal
JP0 - SKD - SKD
Koryuken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dankukyaku: LK & LK Air
JP0 - SKD - SKD
Dankukyaku: MK & MK Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dankukyaku: HK & HK Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Dankukyaku: EX
JP0 - AUTO - AUTO
Dankukyaku**: EX Air
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Super - Hisho Buraiken:
1st - 18th: Ascending* - Stun - SKD
19th: JP18 - SKD - SKD
*Starting from JP0 for first hit add one JP for each subsequent hit
Ultra - Shisso Buraiken:
JP0 - AUTO - AUTO
Ultra - Hoah Gadouken:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
[/spoiler]
[spoiler=Dee Jay**]
Dee Jay
Crouch MK:
JP0 - HKD+ - HKD+
Crouch HK:
JP0 - HKD+ - Reset*
*Move has two hit boxes, leg off ground causes SKD (In Air)
Close Roundhouse: HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Far HP:
JP0 - Stun (CH = Float*) - Reset
*Counter Hit causes Stun on crouching opponents
Air Slasher: Normal
JP1 - Stun - SKD
Air Slasher: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Double Rolling Sobat: LK
JP0 - SKD - SKD
Double Rolling Sobat: MK HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Double Rolling Sobat: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Jacknife Maximum: LK
JP0 - SKD - SKD
Jacknife Maximum: MK
1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
Jacknife Maximum: HK
1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Jacknife Maximum: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
Machine Gun Upper: Normals - Extended
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
Final*: JP0 - SKD - SKD
*Removes all juggle potential
Machine Gun Upper: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
7th: JP0 - SKD - SKD
Super - Sobat Carnival:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
7th: JP7 - HKD+ - HKD+
Ultra 1 - Sobat Festival: Raw
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD
Ultra 1 - Sobat Festival: During Super
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
Ultra 2 - Climax Beat:
1st: JP1 - AUTO - AUTO
2nd: JP1- AUTO - AUTO
3rd: JP1 - AUTO - AUTO
4th: JP1+ - Stun - SKD
5th: JP1+ - Stun - SKD
6th: JP1+ - Stun - SKD
7th: JP1+ - Stun - SKD
8th: JP1+ - Stun - SKD
9th: JP1+ - Stun - SKD
10th: JP1+ - Stun - SKD
11th: JP1 - SKD - SKD
[/spoiler]
[spoiler=Dahlsim**]
Dahlsim
Yoga Mummy:
JP1 - Stun - SKD
Yoga Fire: LP
JP0 - Stun - SKD
Yoga Fire:MP HP
JP0 - SKD - SKD
Yoga Fire: EX
JP0 - Stun - SKD (CH = Float)
JP1 - Stun - SKD
Yoga Flame: Normal
JP0 - SKD - SKD
Yoga Flame: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Yoga Blast**: LK/MK
JP0 - N/A - SKD*
* Untechable
Yoga Blast**: HK
JP0 - N/A - FLOAT*
* Untechable
Yoga Blast**: EX
JP0 - N/A - Float*
JP1 - N/A - SKD*
* Untechable
Yoga Inferno:
1st: JPX* - SKD - SKD
2nd: JPX* - SKD - SKD
3rd: JPX* - SKD - SKD
4th: JPX* - SKD - SKD
5th: JPX* - SKD - SKD
*Resets Juggle Counter to JP0 (Float)
Yoga Catastrophe:
1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float
[/spoiler]
[spoiler=Dudley**]
Dudley
Roundhouse Overhead: Forward + HK
JP0 - Stun - HKD+
Crouch MK:
JP0 - HKD+ - SKD
Crouch HK:
JP2 - SKD - SKD
Side Jump Roundhouse: HK
JP0 - Stun - HKD
Jet Upper: LP MP
JP0 - SKD - SKD
Jet Upper: HP EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - sKD
Cross Counter: Normal
JP0* - SKD - SKD
*Removes all juggle potential
Cross Counter: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: - JP2 - SKD - SKD
Short Swing Blow: Normal
JP0 - Stun (CH = SKD) - SKD
Short Swing Blow: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Float - Float
Ducking Straight: All
JP1+ - Stun - SKD
Ducking Upper: All
1st: JP1+ - Stun - SKD
2nd: JP2* - Stun - SKD
Second hit adds two juggle points on hit.
Thunder Bolt**: Normal
1st: JP0 - HKD+ - HKD+
2nd: JP1 - HKD+ - HKD+
Thunderbolt**: EX
1st: JP0 - Stun - HKD+
2nd: JP1 - Stun - HKD+
3rd: JP2 - Stun - HKD+
4th: JP3 - Stun - HKD+
5th: JP4 - HKD+ - HKD+
Machine Gun Blow: LP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
Machine Gun Blow: MP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
Machine Gun Blow: HP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
Machine Gun Blow: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - SKD - SKD
Super - Rocket Upper**:
1st: JP5 - SKD - SKD
2-16th: JP5* - SKD - SKD
*Ascending JP
Ultra 1 - Rolling Thunder**:
1st: JP0 - Stun - N/A
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun -SKD
5th: JP4 - AUTO - SKD
6th: JP5 - Stun - SKD
7th: JP5 - Stun - SKD
Ultra 2 - Corkscrew Cross:
1st: JP0 - AUTO - AUTO
2nd: JP1 - AUTO - SKD
3rd: JP2 - AUTO - SKD
4th: JP3 - AUTO - SKD
5th: JP4 - AUTO - SKD
6th: JP5 - AUTO - SKD
7th JP6 - AUTO - SKD
[/spoiler]
[spoiler=E.Honda]
E Honda
Shikofumi: Overhead
JP0 - HKD+ - Reset
Hundred Hand Slap: All
All Hits: JP0 - Stun - SKD
Sumo Splash: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - HKD+ - SKD
Sumo Splash: EX
1st: JP1 - SKD - SKD
2nd: JP1 - HKD+ - HKD
Sumo Headbutt: Normal
JP0 - SKD -SKD
Sumo Headbutt: EX
JP2 - SKD - SKD
Super - Super Killer Head Ram:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
Ultra - Ultra Killer Head Ram:
JP1 - AUTO - AUTO
[/spoiler]
[spoiler=El Fuerte**]
El Fuerte
Close Standing HK:
JP0 - SKD - SKD
Far Standing HK:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
Tostada Press: Run + MP
JP1 - HKD+ - SKD
Gordita Sobat: Run + MK
JP0 - Stun - SKD
Calamari Slide: Run + HK
JP0 - HKD+ - N/A
Quesadilla Bomb: Level 1
JP0 - Stun - SKD
Quasdiall Bomb: All Except Level 1
JP0 - SKD - SKD
Quasdiall Bomb: All Except Level 1
JP0 - SKD (CH = FLOAT*) - SKD (CH = FLOAT*)
* Wall Bounce
Guacamole Leg Throw: All
JP1- N/A - AUTO
Propeller Tortilla: Run Back + HP
JP0 - THROW* - N/A
*Can combo after in corner with LK. Character Specific
Super - El Fuerte Dynamite:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - AUTO - AUTO
[/spoiler]
[spoiler=Evil Ryu**]
Evil Ryu
Close Roundhouse: HK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - Reset
Tenmakujinkyaku: Dive Kick
JP1 - Stun - Reset
Diagonal Jump Strong: Jump + MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Hop Kick: Forward + MK
JP2 - Stun - Reset
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Tatsumaki Senpukyaku: LK
JP0 - Float - Float
Tatsumaki Senpukyaku: MK
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
3rd: JP0 - SKD - SKD
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP1 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpukyaku: LK Air
JP0 - SKD - SKD (CH=Float)
Tatsumaki Senpukyaku: MK Air
1st: JP0 - SKD (CH=SKD*) - SKD
2nd: JP0 - SKD (CH=SKD*) - SKD
* Knockdown is considerably closer, can follow up mid screen.
Tatsumaki Senpukyaku: HK Air
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Shoryuken: LP
JP0 - SKD - SKD
Shoryuken: MP HP
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Shoryuken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Shakanetsu Hadouken: LP
JP1 - SKD - SKD
Shakanetsu Hadouken: MP
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shakanetsu Hadouken: HP & EX
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD
Axe Kick: LK
JP0 - Stun - HKD+
Axe Kick: MK
JP6 - Stun - HKD+
Axe Kick: HK
JP1 - HKD+ - HKD+
Axe Kick: EX
JP2 - HKD+ - HKD+
Ultra - Metsu Hadouken:
1st: JP1 - Stun* - SKD*
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD - SKD
* Auto if fully charged & close
Ultra 2 - Messatsu Goshoryu
1st: JP0 - AUTO* - AUTO*
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3- Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD* - SKD*
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
*Both 1st & 6th hit must make contact for Ultra cinematic to occur, if first hit is blocked & 6th strike hits. then cinematic will still ensue.
[/spoiler]
[spoiler=Fei Long]
Fei Long
Rekka: All
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Flame Kick: LK/MK
JP0 - SKD - SKD
Flame Kick: HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Flame Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Chicken Wing: All
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
Super - Rekkashinken:
1st: JPX- Stun - SKD*
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
* Resets Juggle counter to FLOAT when hitting a juggle opponent (Like Dahlsims Super)
Ultra - Rekkashingeki:
1st: JPX- Stun - SKD
2nd: JP0 - AUTO - N/A
3rd: JPX - Stun - SKD
4th: JP0 - AUTO - N/A
5th: JPX - SKD - SKD
[/spoiler]
[spoiler=Gen]
Gen
Crouch LK: Crane
JP0 - Float - Float
Jump Target: Shakudan (Crane)
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Standing HK: Crane
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Crouch HP: Crane
JP0 - Stun (CH = SKD) - Reset (CH = SKD)
Hyakurenko: All (Hands)
All Hits: JP0 - Stun - SKD
Gekiro: All
1st: JP0 - SKD - SKD
Continued: JPX - SKD - SKD
Final: JPX - HKD - HKD
Jyasen: All (Roll)
All Hits: JP0 - Stun - SKD
Oga: All (Wall Strike)
JP0 - Float - Float
Mantis Super - Zen'ei:
JP0 - Auto - Auto
Crane Super - Jyakoha:
JPX - N/A - AUTO
Mantis Ultra 1 - Zetsui
JP0 - Auto - Auto
Mantis Ultra 2 - Shitenketsu:
1st: JP0 - AUTO - AUTO
Remaining: JP0 - AUTO - SKD
Crane Ultra 1 - Ryukoha:
JPX - N/A - AUTO
Crane Ultra 2 - Teiga:
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=Gouken*]
Gouken
Amaoroshi: Back Throw
Causes Airborne, not Float
Side Jump: Jump + MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Nuetral Jump Fierce: HP
JP1 - Stun - HKD
Side Jump Roundhouse: HK
JP1 - Stun - HKD
Gohadouken: Normal
JP0+ - Stun - Float
Gohadouken: Normal Charged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
Gohadouken: EX Uncharged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
Gohadouken: EX Charged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
3rd: JP0+ - Float - Float
4th: JP0+ - Float - Float
Senkugoshoha: Normal (Palm)
JP0 - SKD - SKD
Senkugoshoha: EX (Palm)
1st: JP0 - Stun - Float
2nd: JP0 - Float - Float
Tatsumaki Gorasen: LK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Gorasen: MK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Tatsumaki Gorasen: HK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
Tatsumaki Gorasen: EX
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
Kongoshin: All (Counter)
JP0 - Float - Float
Hyakkishu: Sweep
JP0 - HKD+ - HKD+
Hyakkishu: Dive Kick
JP0 - Stun - Reset
Super - Forbidden Shoryuken:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
Ultra 1 - Shin Shoryuken:
1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
Ultra 2 - Denjin Hadouken:
1st: JP2 - Stun - Float
2nd: JP3 - Stun - Float
3rd: JP4 - Stun - Float
Final: JP5 - Float - Float
Fully Charged has continued ascending Juggle Points up to JP9 (8 hits starting at JP2)
[/spoiler]
[spoiler=Guile]
Guile
Guile High Kick: Down + Forward + Roundhouse
JP0 - Float - Float
Sonic Boom: Normal
JP0 - Stun - SKD
Sonic Boom: EX
1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD
Flash Kick: Normal
JP0 - SKD - SKD
Flash Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Double Flash:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
Ultra 1 - Flash Explosion:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - AUTO - AUTO
Ultra 2 - Sonic Hurricane:
1st: JP0 - FLOAT - FLOAT
2nd: JP1 - FLOAT - FLOAT
3rd: JP2 - FLOAT - FLOAT
4th: JP3 - FLOAT - FLOAT
5th: JP4 - FLOAT - FLOAT
6th: JP5 - FLOAT - FLOAT
[/spoiler]
[spoiler=Guy]
Guy
Crouch HK: Slide
JP0 - HKD+* - HKD+*
Note - At long distance causes JP0 - Stun - Reset
Nuetral Jump: HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Elbow Drop: Jump + Down + MP
JP1 - Stun - Reset
Ninja Sickle: Down Forward HK
1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float
Bushin Gokusaken: Target Combo
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - SKD - SKD
Bushin Gokusaken Throw: Target Combo Back Throw
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Float - N/A
Hozanto: Normal
JP0 - SKD - SKD
Hozanto: EX
JP1 - SKD - SKD
Shadow Kick: Running Slide
JP0 - HKD+ - HKD+
Neck Flip: Running Overhead
1st: JP0 - Stun - Float
2nd: JP0 - Stun - SKD
Neck Flip: EX
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
Bushin Senpukyaku: LK MK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD- SKD
Bushin Senpukyaku: HK EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD
Super - Bushin Hasoken:
JPX - Auto - Auto
Note - If any single hit misses combo will end
Ultra 1 - Bushin Goraisenpujin:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - Auto - Auto
[/spoiler]
[spoiler=Hakan]
Hakan
Notes - Status in brackets indicates effects when oiled.
Diagonal Jump: MP
JP0 - Stun - SKD
Step Knee: Forward + HK
JP1 – Stun (HKD+) - Reset (HKD+)
Oil Slide:
JP1 - HKD+ - SKD
Ultra 2 - Oil Combination Hold:
JP1 - N/A - AUTO
[/spoiler]
[spoiler=Ibuki**]
Ibuki
Crouch Fierce: HP
JP2 - Stun - Reset
Sweep Combo: (All versions)
1st: JP0 - HKD+ - HKD+
2nd: JP1 - Stun - Reset
Close Roundhouse: HK
1st: JP0 - SKD - SKD
2nd JP1 - SKD - SKD
Diagonal Jump: HK
JP2 - Stun - HKD
Agemen: Back + MP
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Hammer Kick: Forward + MK
JP0 - Stun - HKD
Kuna Throw: Normal
JP0 - Stun - SKD
Kunai Throw: EX
1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD
Neck Breaker: All
JP0 - AUTO - AUTO
Raida: All (Explosion Grab)
JP1 - AUTO - AUTO
Kazegiri: All (Dragon Kick)
1st: JP1 - SKD - SKD
2nd: JP2- SKD - SKD
3rd: JP3 - SKD - SKD
Tsumuji: LK (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
Tsumuji: MK HK (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun* - SKD
* Can Cause HKD+ if down is held
Tsumuji: EX (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD* - SKD
* Can Cause HKD if down is held
Hien: All (Overhead Jump Stomps)
JP0 - AUTO - AUTO
Super - Kasumi Suzuka:
All Hits: JPX - Stun - SKD
Ultra 1 - Yoroitoshi**:
1st: JP0 - THROW - THROW*
2nd-8th: JPX - Stun - SKD
* Cannot hit a juggled target
Ultra 2 - Hashinsho**:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5+ - SKD - SKD
6th: JP1 - AUTO - AUTO
7th: JP6 - SKD - SKD
[/spoiler]
[spoiler=Juri*]
Juri
Diagonal Jump Strong: MP
JP0+ - Stun - Float
Diagonal Jump Fierce:HP
JP1 - HKD - HKD
Close Fierce: HP
JP0 - SKD - SKD
Fuhajin: Kick
JP1 - SKD - SKD
Fuhajin: Projectile
JP2 - Stun - SKD
Fuhajin: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shikusen: Normal Complete (Dive Kick Aerial Combo)
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Shikusen: EX (dive Kick Aerial Combo)
JP0 - AUTO - AUTO
Note - Auto combo ends with Wall Bounce -> SKD (JP1)
Senpusha: LK Pinwheel
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Senpusha: MK/HK Pinwheel
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 – SKD* - SKD*
Note: Final hit removes all combo potential
Senpusha: EX Pinwheel
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD - SKD
Super - Fuharenjin:
All Hits: JP1+ - SKD - SKD
Final Hit: JP1 – SKD* - SKD*
Note: Final hit removes all juggle potential
Ultra 1 - Feng Shui Engine:
All become JP1:
Close / Far HP
Close / Far MP
Close MK Second hit
Far MK
Close HK Second Hit
Far HK
Ultra - Kaisen Dankairaku
Floor Spin: JP1 - AUTO - AUTO
Middle Ascension: JP2 - AUTO - AUTO
Peak: JP3 - AUTO - AUTO
[/spoiler]
[spoiler=Ken*]
Ken
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Tatsumaki Senpukyaku: LK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
* Add 2 Juggle Points if this hits an airborne target, only add one Juggle Point if it hits a juggled target.
Tatsumaki Senpukyaku: MK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it his a juggled target
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
5th: JP1 - Stun - SKD*
* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it hits a juggled target
Tatsumaki Senpukyaku: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
5th: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air LK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air MK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air EX
1st: JP4 - Stun - SKD
2nd: JP4 - Stun - SKD
3rd: JP4 - Stun - SKD
4th: JP4 - Stun - SKD
Shoryuken: LP
JP0 - SKD - SKD
Shoryuken: MP
1st: JP0 - Stun (CH = SKD) - SKD
2nd: JP1 - SKD - SKD
Shoryuken: HP
1st: JP0 - Stun (CH = Float) - Float
2nd: JP0+ - SKD - SKD
3rd: JP1 - SKD - SKD
Shoryuken: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD
Super - Shoryureppa:
1st: JP0 - Stun - SKD
2nd: JP1+ - Stun - SKD
3rd: JP1+ - Stun - SKD
4th: JP0 - SKD - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD – SKD
Ultra - Shinryuken:
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX- SKD - SKD
7th: JPX - SKD - SKD
8th: JPX - SKD - SKD
9th: JPX - SKD - SKD
10th: JPX - SKD - SKD
Ultra - Guren Senpukyaku:
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5- Stun - SKD
7th: JP6 - Stun - SKD
8th: JP7 - Stun - SKD
9th: JP8 - Stun - SKD
10th: JP9 - Stun - SKD
11th: JP10 - AUTO - SKD
[/spoiler]
[spoiler=M.Bison]
M Bison
Hell Attack: Diagonal Jump MP -> MP
1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD
Psycho Crusher: Normal
JP0 - SKD - SKD
Psycho Crusher: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Double Knee Press: Normal
1st: JP0 - Stun -SKD
2nd: JP0 - SKD - SKD
Double Knee Press: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Head Press: Normal
JP0 - Stun - SKD
Head Press: EX
JP0 – HKD+ - SKD
Somersault Skull Diver: Normal
JP0 - Stun - SKD
Somersault Skull Diver: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Devils Reverse: Normal
JP0 - SKD - SKD
Devils Reverse: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Knee Press Nightmare:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX – HKD+ - HKD+
Ultra - Nightmare Booster:
1st: JPX - STAND - SKD
2nd: JPX - STAND - SKD
3rd: JPX - STAND - SKD
4th: JPX - STAND - SKD
5th: JPX - AUTO - AUTO
Ultra 2 - Psycho Punisher:
JP1 - AUTO - AUTO
[/spoiler]
[spoiler=Makoto]
Makoto
All Jump Fierce: HP
JP1 - Stun - Reset
Forward Short: -> + LK
JP1 - Stun - Reset
Hayate: Normal (Dash Punch)
JP1 - Stun* - SKD
Fully charged (Level 4 & 5) causes SKD
Hayate: EX (Dash Punch)
JP2 - SKD - SKD
Oroshi: LP MP (Overhead Chop)
JP0 - Stun - HKD
Oroshi: HP (Overhead Chop)
JP0 – HKD+ - HKD+
Oroshi: EX (Overhead Chop)
JP1 – HKD+ - HKD+
Fukiage: All (Up Punch)
JP1 - N/A - SKD
Tsurugi: LK MK (Axe Kick)
JP1 - Stun - SKD
Tsurugi: HK (Axe Kick)
JP1 - HKD - HKD
Tsurugi: EX (Axe Kick)
1st: JP2 - HKD- HKD
2nd: JP3 - HKD - HKD
Ultra 1 - Seichusen Godanzuki:
JP0 - AUTO - AUTO
Ultra 2 - Abare Tosanami*:
* First hit must hit to dash/jump cancel the final hit
1st: JP1 - AUTO - Float*
2nd: JP1+ - SKD - SKD
3rd: JP1+ - SKD - SKD
4th: JP1+ - SKD - SKD
* If the LK or MK version of Abare Tosonami is used, causes SKD
[/spoiler]
[spoiler=Oni**]
Oni
Roundhouse: HK
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - HKD
Back + MP: Stomach Blow
JP1 - Stun - Reset
Forward + Roundhouse: F + HK
JP1 - Stun - SKD
Forward + Fierce*: F + HP
JP0 - Stun - Reset
*Destroys Single Projectiles
Neutral Jump Strong: Jump + MP
JP1 - Stun - HKD
Gohadouken: Normal
JP0 - Stun - SKD
Gohadouken: Normal Charged
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Gohadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Gorai Hadouken: LP (Electric Fireball)
JP1 - SKD - SKD
Gorai Hadouken: MP (Electric Fireball)
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Gorai Hadouken: HP & EX (Electric Fireball)
1st: JP0 - SKD - SKD
2nd: JP1+ - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: LK
JP0 - SKD - Float
Tatsumaki Senpukyaku: MK
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpu Kyaku: Normal Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Tatsumaki Senpukyaku**: EX (After Air Dash)
JP1 - SKD - SKD
Goshoryuken: LP & HP
1st: JP0 - Auto - SKD
2nd: JP1 - SKD - SKD
Goshoryuken: MP
1st: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
Goshoryuken: EX
1st: JP0 - Auto* - Auto*
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
* 1st hit of auto combo is untechable (in case the auto combo whiffs)
Rakan Dantojin: LK Rush Slash
JP0 - Stun - Float
Rakan Dantojin: MK & HK Rush Slash
JP0 - SKD* - SKD*
*Removes all Juggle Potential, unless hitting a juggled opponent
Rakan Dantojin: EX Rush Slash
JP1 - SKD (CH=SKD*) - SKD (CH=SKD*)
*High Elevation.
Sekisei Jiraiken: LK Overhead Palm
JP1 - HKD+ - HKD+
Sekisei Jiraiken: MK Overhead Palm
JP2 - HKD+ - HKD+
Sekisei Jiraiken: HK Overhead Palm
JP0 - HKD+ - HKD+
Sekisei Jiraiken: EX Overhead Palm
1st: JP1 - HKD+ - HKD+
2nd: JP2 - HKD+ - HKD+
Zanku Hadosho: all Air Dash
JP1 - Stun - SKD
Super - Raging Demon**: Air
JP2 - N/A - AUTO
Meido Gohadou: Ultra 1 (all variations)
1st*: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
*First hit is a close range hit, Ground PPP Activation only.
Tenchi Sokaigen: Ultra 2
1st*: JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD
[/spoiler]
[spoiler=Rose]
Rose
Soul Piede: F + HK
JP0 - Stun - SKD
Soul Spark*: Normal
Gains 4 damage for each prjectile absorbed (Max 7)
JP0 - Stun - SKD
Soul Spark*: EX
* each hit Gains 3 damage for each projectile absorbed (Max 7) resets once any kind of projectile has been thrown
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Soul Spiral: All
JP0 - SKD - SKD
Soul Reflect: All
JP0 - SKD - SKD
Soul Throw: All
JP1 - N/A - THROW
Super - Aura Soul Spark*:
* First 4 hits gain 3 damage for each projectile absorbed, final hit gains 5 totalling 17 extra damage per projectile absorbed (Max 7) resets once any kind of projectile has been thrown
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD* - SKD*
*Removes all juggle capability
Ultra 1 - Illusion Spark:
JP0 - AUTO - AUTO
Ultra 2 - Soul Satellite*:
For each absorbed projectile one of the orbs will gain 4 damage (Max 7 absorbed projectiles) resets once any kind of projectile has been thrown
Both Projectiles: JPX+ - Stun - SKD
[/spoiler]
[spoiler=Rufus**]
Rufus
Far Roundhouse: HK
JP0 - Float - SKD
Diagonal Jump Roundhouse: HK
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Fragrance Palm: ->+ HP
JP0 - SKD - SKD
Target Combo: LK -> HK
1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD
Falcon Kick: Dive
JP1 - Stun - Reset
Galactic Tornado: LP
1st: JP1 - Stun - SKD
2nd: JP0 - SKD - SKD
Galactic Tornado: MP
1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Galactic Tornado: HP
1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD - SKD
Galactic Tornado: EX
1st: JP0 - SUCK - N/A
2nd: JP1 - SKD - SKD
Messiah Kick: Normal
JP0 - Stun - SKD
Messiah Kick: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
LK Followup: Somersault
JP1 - SKD - SKD
MK Followup: Sweep
JP0 - HKD - HKD
HK Followup: Overhead
JP0 - HKD - SKD
Snake Strike: LP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP2 - Stun - SKD
Snake Strike: MP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD
Snake Strike: HP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD
Snake Strike: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
Super - Spectacle Romance:
1st JPX - Stun - STAND
2nd: JPX - AUTO - AUTO
Ultra 1 - Space Opera Symphony:
1st - 8th: JPX - SKD - SKD
9th: JPX - AUTO - AUTO
Ultra 2 - Big Bang Typhoon:
JP0 - AUTO - AUTO*
* Different Auto combo, fewer hits.
[/spoiler]
[spoiler=Ryu**]
Ryu
Diagonal Jump Strong**: Jump + MP
1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD
Hadouken: Normal
JP0 - Stun - SKD
Hadouken**: EX
1st: JP1 - SKD* (CH=FLOAT) - SKD* (CH=FLOAT)
2nd: JP2+ - FLOAT - FLOAT
Adds 2 points to Juggle Counter, except when hitting a juggle opponent.
Tatsumaki Senpukyaku: Normal & Air Normal
JP0 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Shoryuken**: LP/HP
JP0 - SKD - SKD
Shoruken: MP & EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Shinku Hadouken:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - SKD* - SKD
* Removes all juggle potential
Ultra - Metsu Hadouken:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD* - SKD
* Removes all juggle potential
Ultra 2 - Metsu Shoruken:
1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
[/spoiler]
[spoiler=Sagat]
Sagat
Forward Step Kick: -> + HK
JP1 - Stun - SKD
Tiger Shot: Normal (High & Low)
JP0 - Stun - SKD
Tiger Shot: EX (High & Low)
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Tiger Knee: Normal
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Tiger Knee: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
Tiger Uppercut: Normal
JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
* Causes spin animation on Counterhit
Tiger Uppercut: EX
1st: JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
* Causes spin animation on Counterhit
Tiger Scar:
+1 JP to all hits of Tiger Uppercut (All versions)
Also adds Armour breaking properties
Super - Tiger Genocide:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - SKD - SKD
Ultra 1 - Tiger Destruction:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - AUTO - AUTO
Ultra 2 - Tiger Cannon:
1st: JP0+ - Stun - Float
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP4+ - Stun - SKD
5th: JP4+ - Stun - SKD
6th: JP4 - Stun - SKD
7th: JP5 - Stun - SKD
8th: JP6 - SKD* - SKD
* Creates Uncomboable State
[/spoiler]
[spoiler=Sakura*]
Sakura
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Tatsu: LK
1st: JP0 - Stun - Reset
Tatsu: MK
1st: JP0 - Stun - Reset
2nd: JP1 - Stun -Reset
Tatsu: HK
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
Tatsu: EX
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
4th: JP0 - Float - Float
Tatsu: Normal Air
1st: JP0 - SKD - SKD
2nd: JP1 – SKD - SKD
Tatsu: Air EX
All Hits: JP2 - SKD - SKD
Shouoken: LP
1st: JP0 - Stun - SKD
2nd: JP0 -SKD - SKD
Shouoken: MP
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
Shouoken: HP
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD
Shouoken: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD
Sakura Otoshi: All
1st: JP1 - SKD - SKD
2nd: JP2 -SKD - SKD
3rd: JP3 - SKD - SKD
Super - Haru Ichiban:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Stun - Reset
5th: JP0 - Stun - Reset
6th: JP0 - Stun - Reset
7th: JP0 - SKD - SKD
Ultra 1 - Haru Ranman:
1st: JP0 - AUTO - AUTO*
2nd: JP0 - AUTO - AUTO
3rd: JP0 - SKD - SKD
* If this hits airborne (Not float) second hit whiffs
Ultra 2 - Shinku Hadouken: & Tengyo
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 – SKD* - SKD
*Removes all Juggle capabilities
[/spoiler]
[spoiler=Seth]
Seth
Diagonal Jump Strong: MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Yosokyaku: Stomp
1st: JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD
Tenmakujinkyaku: Dive Kick
JP4 - Stun - Reset
Sonic Boom: All
Each Boom: JP0 - Stun - SKD
Hyakaretsu: All
JP0 - AUTO - AUTO
Shoryuken: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
Shoryuken: EX
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
6th: JP4 - SKD - SKD
7th: JP5 - SKD - SKD
8th: JP6 - SKD - SKD
Tanden Engine: Normal
JP0 - SUCK - N/A
Tanden Engine: EX
JPX - SUCK - SUCK*
*If hitting airborne, opponent ends up in a standing juggled state until combo finishes. Works normally when hitting a juggled opponent.
Super - Tanden Storm:
Suction: JP0 - SUCK - SUCK*
1st - 22nd: JPX+ - Stun - SKD
23rd: JPX - SKD - SKD
*Puts enemy in a standing/jugglefloat state
Ultra 1 - Tanden Stream:
JP0 - AUTO - AUTO
Ultra 2 - Tanden Typhoon:
Suction: JP0 - SUCK - SUCK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
11th: JP10 - SKD - SKD
12th: JP11 - SKD - SKD
13th: JP12 - SKD - SKD
14th*: JP13 - SKD - SKD
* Enemy has to be quite high for final hit to hit.
[/spoiler]
[spoiler=T.Hawk**]
T Hawk
Close Roundhouse**: HK
JP0 - SKD - SKD
Heavy Should: Side Jump + Down + MP
JP0 - N/A - Reset
Condor Dive: Normal
JP0 - SKD - SKD
Condor Dive: EX
JP2 - SKD - SKD
Condor Spire: Normal
JP0 - SKD - SKD
Condor Spire: EX
JP0 - SKD - SKD
Tomohawk Buster: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
Tomohawk Buster: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
[/spoiler]
[spoiler=Vega**]
Vega
Cosmic Heel: Down + Forward + HK
JP0 - Float - Float
Rolling Crystal Flash: All
All Hits: JP0 - Stun - SKD
Scarlet Terror: LK
JP0 - SKD - SKD
Scarlet Terror: MK + HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Scarlet Terror: EX
1st: JP1 - SKD - SKD
2nd: JP1 - SKD - SKD
Flying Barcelona Attack: Normal Claw Dive or Izuna Drop
JP0 - SKD - SKD
Flying Barcelona Attack: EX Claw Dive
Launcher: JP0 - Float - Float
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
Flying Barcelona Attack: EX Izuna Drop
Launcher: JP0 - Float - Float
2nd: JP1 - Throw - Throw
Sky High Claw**: Normal
JP0 - SKD - SKD
Sky High Claw: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Flying Barcelona Special: Attack
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 -SKD - SKD
4th: JP4 - SKD - SKD
Super - Flying Barcelona Special: Rolling Izuna
JP0 - THROW - THROW
Ultra - Bloody High Claw**:
Launcher: JP0+ - Float - Float
2nd: JP0 - AUTO - AUTO
Ultra 2 - Splendid Claw:
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=Yang*]
Yang:
Close Forward: MK
JP0 - Float - Float
Far Strong: MP
JP1 - Stun - Reset
Far Fierce: HP
JP1 - Stun - Reset
Crouch Short: LK
JP1 - Stun - Reset
Target Combo: Palm
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Target Combo: Kicks
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Dive Kick:
JP1 - Stun - Reset
Tourou Zan: All Normal Rekka
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Tourou Zan: EX Rekka
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
Byakko Soushouda: MP Palm
JP0 - Stun - SKD
Byakko Soushouda: HP Palm
JP0 - SKD - SKD
Byakko Soushouda: EX Palm
JP0 - Float* - Float*
*Cause Wallbounce
Senkyuutai: LK Dragon Kick
1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Senkyuutai: MK/HK Dragon Kick
1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Senkyuutai: EX Dragon Kick
1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Ultra - Raishin Mahhaken
JP0 - AUTO - AUTO
Ultra 2 - Tenshin Senkyuutai
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
[/spoiler]
[spoiler=Yun*]
Yun
Close Forward: MK
JP0 - Float - Float
Dive Kick:
JP1 - Stun - Reset
Sweep Target: Crouch HK -> HK
1st: JP0 - HKD+* - HKD+
2nd: JP1 - SKD - SKD
*If specifically traded with another attack (Not projectile) opponent ends in grounded stun, also throwable, very strict timing.
Forward Fierce: F + HP
JP1 - SKD - SKD
Target Combo:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float
Zesshou Hohou All Normal Rush Punch
JP1 - SKD - SKD
Zesshou Hohou: EX Rush Punch
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Nishokyaku: All Normal Dragon Kick
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Nishokyaku: EX Dragon Kick
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
Kobokushi: Normal Palm
JP0 - Float - Float
Kobokushi: EX Palm
JP1 - Float* - Float*
*Causes Wallbounce
Tetsuzankou: LP Shoulder
JP0 - Stun - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Tetsuzankou: MP/HP Shoulder
JP0 - SKD - SKD
Tetsuzankou: EX Shoulder
1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Super: Genei Gin
- all Ground Normals now cause SKD when hitting an airborne target.
- All attacks are now JP99 (Exceptions Below)
- Forward MK is JP7
- Rush Punch now has 3 hits
- shoulder now has 2 hits.
- Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
- Ultra 2 is now JP99 but has an alternate AUTO combo on 5th hit.
Ultra 1 - You Hou
1st: JP1 - Auto* - Auto*
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float
Auto Causes Float, Adds one juggle point to a juggled enemy.
Ultra 2 - Sourai Rengeki
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
[/spoiler]
[spoiler=Zangief**]
Zangief
Far standing HP**
JP0 - SKD - SKD
Lariat: Normal + Quick
JP0 - SKD - SKD
Green Hand: Normal
JP0 - Stun - SKD
Green Hand*: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun – SKD
[/spoiler]
Abel
Crouch Fierce: Down + HP
1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float
Rekka: All Variations
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Auto - Auto
Wheel Kick Normal
JP0 - Stun - HKD
Wheel Kick: EX
1st: JP0 - Stun - HKD
2nd: JP1 - Stun - HKD
Falling Sky
JP0 - N/A - Auto
EX Falling Sky
JP1 - N/A - Auto
Super - Heartless
JP0 - Auto - Auto
Ultra 1 - Soulless
JP1 - Auto - Auto
[/spoiler]
[spoiler=Adon**]
Adon
Close HK: Roundhouse
JP1 - Stun - Reset
Far HK: Roundhouse
1st: JP1 - Stun - Reset
2nd: JP1 - Stun - Reset
Jaguar Kick: LK MK HK (Ground & Air)
JP0 - Stun – Reset
EX Jaguar Kick: EX
1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - SKD
EX Jaguar Kick: EX Air
1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - HKD
Rising Jaguar: LK & MK
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Rising Jaguar: HK
1st: JP0 - SKD - SKD
2nd: JP 2 - SKD - SKD
Rising Jaguar Kick: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Jaguar Tooth: LK MK HK
JP0 - Stun - SKD
Jaguar Tooth: EX
JP1 - SKD - SKD
Super - Jaguar Varied Assault: Standard
1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - Crumple - Wall
Super - Jaguar Varied Assault: Thousand Jaguars
1st - 17th: JP1+ - Stun - SKD
18th: JP1 - SKD - SKD
*Mash LP/MP/HP for max hits
Super - Jaguar Varied Assault: Jaguar Assassin
1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD
Ultra1 - Jaguar Revolver:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Auto - HKD+
Ultra 2 Jaguar Avalanche:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - N/A - Auto
[/spoiler]
[spoiler=Akuma]
Akuma
Gohadouken: Normal
JP0 - Stun - SKD
Gohadouken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Shaku: LP
JP2 - SKD - SKD
Shaku: MP
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shaku: HP & EX
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD
Zanku Hadouken: All
JP0 - Stun - SKD
Goshoryuken: LP
JP0 - SKD - SKD
Goshoryuken: MP
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Goshoryuken: HP
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD
Goshoryuken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD
Demon Flip: Palm
JP0 - HKD+ - HKD+
Demon Flip: Dive Kick
JP0 - Stun - Reset
Demon Flip: Sweep
JP0 - HKD+ - HKD+
Tatsu: LK
JP0 - Float - Float
Tatsu: MK
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
Tatsu: HK
1st: JP0 - Stun -SKD
2nd: JP1 - SKD - SKD
3rd: - JP1 - SKD - SKD
Tatsu: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun - SKD
5th: JP5 - SKD - SKD
Tatsu: All Air
1st: JP0 - Float - Float
2nd: JP0 - Float - Float
Tatsu: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
Ultra - Demon Armageddon:
JP0 - Auto - Auto
[/spoiler]
[spoiler=Balrog]
Balrog
Buffalo Head: All
JP0 - SKD - SKD
Dash Straight: All
JP0 - Stun - SKD
Dash Low Straight: All
JP0 - HKD+ - HKD+
Dash Upper: All
JP0 - Stun - SKD
Dash Swing Blow: All
JP0 - Stun - SKD
Dash Low Smash:
JP0 - SKD - SKD
Super - Crazy Buffalo*: Kick version only
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun – SKD
*Punch Version is JP0
Ultra - violent Buffalo: Punch Version
1st hit: JP1 - Stun - SKD
2nd - 8th: JP0 - Stun- SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD
Ultra - violent Buffalo: Kick Version
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2+ - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP3+ - Stun - SKD
6th: JP3 - Stun - SKD
7th: JP4+ - Stun - SKD
8th: JP4 - Stun - SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD
[/spoiler]
[spoiler=Blanka**]
Blanka
Electric Thunder: All
JP0 – SKD - SKD
Horizontal Ball: LP/MP
JP0 – Stun - SKD
Horizontal Ball**: HP
JP0 – SKD - SKD
Horizontal Ball**: EX
JP0 – FLOAT* - FLOAT**
*If hitting far away causes Stun
** If hitting far away causes SKD
Vertical Ball: All Normal
JP0 – Stun - SKD
Vertical Ball: EX
JP0 – SKD - SKD
Rainbow Ball: All
JP0 – SKD - SKD
Super - Ground Shave Roll:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Ultra - Electric Cannonball:
1st: JP0 - Stun - N/A
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
Ultra 2 - Shout of Earth: Ground
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP2 - SKD - SKD
Ultra 2 - Shout of Earth: Air
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=C.Viper**]
C Viper
Far Roundhouse: HK
JP1 - Stun - HKD
Thunder Knuckle:LP/MP
JP0 - Stun - SKD
Thunder Knuckle: HP
JP1 - SKD - SKD
Thunder Knuckle: EX
1st: JP0 - Crumple - SKD
2nd: JP1 - Crumple - SKD
Seismic Hammer: All
JP0 - Float - N/A
Burning Kick: Normal
JP0 - SKD - SKD
Burning Kick: Normal Air
JP1 - SKD - SKD
Burning Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Burning Kick**: EX Air
1st: JP1+ - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3+ - SKD - SKD
4th: JP4 - SKD - SKD
Super - Emergency Combination:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX – SKD - SKD
Ultra - Burst Time:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
Ultra - Burning Dance:
JP0 - Auto - Auto
[/spoiler]
><><><><><><<><><><><><<
><><><><><><><><><><>><><
[spoiler=Cammy]
Cammy
Spiral Arrow: LK MK
JP0 - SKD - SKD
Spiral Arrow: HK EX
1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD
Canon Spike:* Normal
1st: JP1 - SKD - SKD
2nd: JP0 - SKD - SKD
Canon Spike: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Spin Knuckle: All
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
Canon Strike: All
JP0 - Stun - Reset
Hooligan Combination: Sweep
JP0 - SKD - SKD
Super - Spin Drive Smasher:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - Stun - SKD
6th: JPX - Stun - SKD
7th: JPX - SKD - SKD
Ultra - Gyro Drive Smasher:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JP0 - AUTO - SKD
6th: JPX - Stun - SKD
7th: JPX - Stun - SKD
8th: JPX- SKD - SKD
[/spoiler]
[spoiler=Chun Li]
Chun Li
Rear Spin Kick: DF + LK
JP0 - Stun (CH=SKD) - SKD
Neutral Jump Fierce: Jump + HP
1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD
Jump Target Combo: HP + HP
1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD
Yosokyaku: Down + MK X 3
1st:JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD
Hyakaretsukyaku: Normal Lightning Legs
All Hits: JP0 - Stun - SKD
Hyakaretsukyaku: EX Legs
1st: JP4 - SKD - SKD
2nd: JP4 - SKD - SKD
3rd: JP4 - SKD - SKD
4th: JP4 - SKD - SKD
Kikouken: Normal
JP0 - Stun - SKD
Kikouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Spinning Bird Kick: Normal
All hits: JP0 - Stun - SKD
Spinning Bird Kick: EX
1st: JP5 - SKD - SKD
2nd: JP6 - SKD - SKD
3rd: JP7 - SKD - SKD
4th: JP8 - SKD - SKD
5th: JP9 - SKD - SKD
Hazanshu: Normal
JP0 - Stun - HKD+
Hazanshu: EX
JP0 - HKD+ - HKD+
Super - Senretsukyaku:
1st - 8th: JPX - Stun - SKD
9th: JPX - SKD - SKD
Ultra 1 - Hosenka:
1st - 8th: JPX - Stun - SKD
9th: JPX - AUTO - AUTO
Ultra 2 - Kikosho:
1st to 19th: - JP20 - Stun - SKD
20th: JP20 - SKD - SKD
[/spoiler]
[spoiler=Cody**]
Cody
Stomach Blow: F + MP
JP1 - Stun - Reset
Neutral Jump: HP
JP1 - Stun - HKD
Crack Kick: F + HK
JP1 - SKD - SKD
Zonk Knuckle: Normal
JP1 - SKD* - SKD*
*removes all potential for juggle when hitting a standing or airborne enemy, works normally during a juggled opponent.
Zonk Knuckle: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Criminal Uppercut: LP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
Criminal Uppercut: MP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
Criminal Uppercut: HP
1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
6th: JP4 - SKD- SKD
Criminal Uppercut: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD
Ruffian Kick: LK
JP0 - HKD+ - SKD*
*Untechable
Ruffian Kick: MK
JP1 - SKD - SKD
Ruffian Kick: HK
JP1 - SKD - SKD
Ruffian Kick: EX
JP1 - HKD+ - SKD*
*Untechable
Bad Stone: Normal
JP0 - Stun - SKD
Bad Stone: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Knife Throw: All
JP1 - SKD - SKD
Super - Dead End Irony:
1st: JP1 - SKD* - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD
*First hit causes Stun on LK or MK activation
Ultra - Final Destruction:
JP1 - AUTO - AUTO
Ultra - Last Dread Dust:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - Stun - SKD
9th: JP1 - Stun - SKD
10th: JP2 - Stun - SKD
11th: JP3 - Stun - SKD
12th: JP4 - Stun - SKD
13th: JP5 - AUTO - AUTO
Bad Spray:
1st: JP0 - FLOAT - FLOAT
2nd: JP0 - SKD- SKD
[/spoiler]
[spoiler=Dan**]
Dan
Neutral Jump Strong: MP
JP1 - Stun - Reset
Neutral Jump Fierce: HP
JP1 - Stun - HKD
Crouch Taunt:
JP1 - Stun - Reset
Aerial Taunt: Yahoo!
JP1 - Stun - Reset
Gadouken: Normal
JP0 - Stun - SKD
Gadouken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Koryuken: Normal
JP0 - SKD - SKD
Koryuken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dankukyaku: LK & LK Air
JP0 - SKD - SKD
Dankukyaku: MK & MK Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dankukyaku: HK & HK Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Dankukyaku: EX
JP0 - AUTO - AUTO
Dankukyaku**: EX Air
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Super - Hisho Buraiken:
1st - 18th: Ascending* - Stun - SKD
19th: JP18 - SKD - SKD
*Starting from JP0 for first hit add one JP for each subsequent hit
Ultra - Shisso Buraiken:
JP0 - AUTO - AUTO
Ultra - Hoah Gadouken:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
[/spoiler]
[spoiler=Dee Jay**]
Dee Jay
Crouch MK:
JP0 - HKD+ - HKD+
Crouch HK:
JP0 - HKD+ - Reset*
*Move has two hit boxes, leg off ground causes SKD (In Air)
Close Roundhouse: HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Far HP:
JP0 - Stun (CH = Float*) - Reset
*Counter Hit causes Stun on crouching opponents
Air Slasher: Normal
JP1 - Stun - SKD
Air Slasher: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Double Rolling Sobat: LK
JP0 - SKD - SKD
Double Rolling Sobat: MK HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Double Rolling Sobat: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Jacknife Maximum: LK
JP0 - SKD - SKD
Jacknife Maximum: MK
1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
Jacknife Maximum: HK
1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
Jacknife Maximum: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
Machine Gun Upper: Normals - Extended
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
Final*: JP0 - SKD - SKD
*Removes all juggle potential
Machine Gun Upper: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
7th: JP0 - SKD - SKD
Super - Sobat Carnival:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
7th: JP7 - HKD+ - HKD+
Ultra 1 - Sobat Festival: Raw
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD
Ultra 1 - Sobat Festival: During Super
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
Ultra 2 - Climax Beat:
1st: JP1 - AUTO - AUTO
2nd: JP1- AUTO - AUTO
3rd: JP1 - AUTO - AUTO
4th: JP1+ - Stun - SKD
5th: JP1+ - Stun - SKD
6th: JP1+ - Stun - SKD
7th: JP1+ - Stun - SKD
8th: JP1+ - Stun - SKD
9th: JP1+ - Stun - SKD
10th: JP1+ - Stun - SKD
11th: JP1 - SKD - SKD
[/spoiler]
[spoiler=Dahlsim**]
Dahlsim
Yoga Mummy:
JP1 - Stun - SKD
Yoga Fire: LP
JP0 - Stun - SKD
Yoga Fire:MP HP
JP0 - SKD - SKD
Yoga Fire: EX
JP0 - Stun - SKD (CH = Float)
JP1 - Stun - SKD
Yoga Flame: Normal
JP0 - SKD - SKD
Yoga Flame: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Yoga Blast**: LK/MK
JP0 - N/A - SKD*
* Untechable
Yoga Blast**: HK
JP0 - N/A - FLOAT*
* Untechable
Yoga Blast**: EX
JP0 - N/A - Float*
JP1 - N/A - SKD*
* Untechable
Yoga Inferno:
1st: JPX* - SKD - SKD
2nd: JPX* - SKD - SKD
3rd: JPX* - SKD - SKD
4th: JPX* - SKD - SKD
5th: JPX* - SKD - SKD
*Resets Juggle Counter to JP0 (Float)
Yoga Catastrophe:
1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float
[/spoiler]
[spoiler=Dudley**]
Dudley
Roundhouse Overhead: Forward + HK
JP0 - Stun - HKD+
Crouch MK:
JP0 - HKD+ - SKD
Crouch HK:
JP2 - SKD - SKD
Side Jump Roundhouse: HK
JP0 - Stun - HKD
Jet Upper: LP MP
JP0 - SKD - SKD
Jet Upper: HP EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - sKD
Cross Counter: Normal
JP0* - SKD - SKD
*Removes all juggle potential
Cross Counter: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: - JP2 - SKD - SKD
Short Swing Blow: Normal
JP0 - Stun (CH = SKD) - SKD
Short Swing Blow: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Float - Float
Ducking Straight: All
JP1+ - Stun - SKD
Ducking Upper: All
1st: JP1+ - Stun - SKD
2nd: JP2* - Stun - SKD
Second hit adds two juggle points on hit.
Thunder Bolt**: Normal
1st: JP0 - HKD+ - HKD+
2nd: JP1 - HKD+ - HKD+
Thunderbolt**: EX
1st: JP0 - Stun - HKD+
2nd: JP1 - Stun - HKD+
3rd: JP2 - Stun - HKD+
4th: JP3 - Stun - HKD+
5th: JP4 - HKD+ - HKD+
Machine Gun Blow: LP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
Machine Gun Blow: MP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
Machine Gun Blow: HP
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
Machine Gun Blow: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - SKD - SKD
Super - Rocket Upper**:
1st: JP5 - SKD - SKD
2-16th: JP5* - SKD - SKD
*Ascending JP
Ultra 1 - Rolling Thunder**:
1st: JP0 - Stun - N/A
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun -SKD
5th: JP4 - AUTO - SKD
6th: JP5 - Stun - SKD
7th: JP5 - Stun - SKD
Ultra 2 - Corkscrew Cross:
1st: JP0 - AUTO - AUTO
2nd: JP1 - AUTO - SKD
3rd: JP2 - AUTO - SKD
4th: JP3 - AUTO - SKD
5th: JP4 - AUTO - SKD
6th: JP5 - AUTO - SKD
7th JP6 - AUTO - SKD
[/spoiler]
[spoiler=E.Honda]
E Honda
Shikofumi: Overhead
JP0 - HKD+ - Reset
Hundred Hand Slap: All
All Hits: JP0 - Stun - SKD
Sumo Splash: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - HKD+ - SKD
Sumo Splash: EX
1st: JP1 - SKD - SKD
2nd: JP1 - HKD+ - HKD
Sumo Headbutt: Normal
JP0 - SKD -SKD
Sumo Headbutt: EX
JP2 - SKD - SKD
Super - Super Killer Head Ram:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
Ultra - Ultra Killer Head Ram:
JP1 - AUTO - AUTO
[/spoiler]
[spoiler=El Fuerte**]
El Fuerte
Close Standing HK:
JP0 - SKD - SKD
Far Standing HK:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
Tostada Press: Run + MP
JP1 - HKD+ - SKD
Gordita Sobat: Run + MK
JP0 - Stun - SKD
Calamari Slide: Run + HK
JP0 - HKD+ - N/A
Quesadilla Bomb: Level 1
JP0 - Stun - SKD
Quasdiall Bomb: All Except Level 1
JP0 - SKD - SKD
Quasdiall Bomb: All Except Level 1
JP0 - SKD (CH = FLOAT*) - SKD (CH = FLOAT*)
* Wall Bounce
Guacamole Leg Throw: All
JP1- N/A - AUTO
Propeller Tortilla: Run Back + HP
JP0 - THROW* - N/A
*Can combo after in corner with LK. Character Specific
Super - El Fuerte Dynamite:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - AUTO - AUTO
[/spoiler]
[spoiler=Evil Ryu**]
Evil Ryu
Close Roundhouse: HK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - Reset
Tenmakujinkyaku: Dive Kick
JP1 - Stun - Reset
Diagonal Jump Strong: Jump + MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Hop Kick: Forward + MK
JP2 - Stun - Reset
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Tatsumaki Senpukyaku: LK
JP0 - Float - Float
Tatsumaki Senpukyaku: MK
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
3rd: JP0 - SKD - SKD
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP1 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpukyaku: LK Air
JP0 - SKD - SKD (CH=Float)
Tatsumaki Senpukyaku: MK Air
1st: JP0 - SKD (CH=SKD*) - SKD
2nd: JP0 - SKD (CH=SKD*) - SKD
* Knockdown is considerably closer, can follow up mid screen.
Tatsumaki Senpukyaku: HK Air
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Shoryuken: LP
JP0 - SKD - SKD
Shoryuken: MP HP
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Shoryuken: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Shakanetsu Hadouken: LP
JP1 - SKD - SKD
Shakanetsu Hadouken: MP
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shakanetsu Hadouken: HP & EX
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD
Axe Kick: LK
JP0 - Stun - HKD+
Axe Kick: MK
JP6 - Stun - HKD+
Axe Kick: HK
JP1 - HKD+ - HKD+
Axe Kick: EX
JP2 - HKD+ - HKD+
Ultra - Metsu Hadouken:
1st: JP1 - Stun* - SKD*
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD - SKD
* Auto if fully charged & close
Ultra 2 - Messatsu Goshoryu
1st: JP0 - AUTO* - AUTO*
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3- Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD* - SKD*
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
*Both 1st & 6th hit must make contact for Ultra cinematic to occur, if first hit is blocked & 6th strike hits. then cinematic will still ensue.
[/spoiler]
[spoiler=Fei Long]
Fei Long
Rekka: All
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Flame Kick: LK/MK
JP0 - SKD - SKD
Flame Kick: HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Flame Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Chicken Wing: All
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
Super - Rekkashinken:
1st: JPX- Stun - SKD*
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
* Resets Juggle counter to FLOAT when hitting a juggle opponent (Like Dahlsims Super)
Ultra - Rekkashingeki:
1st: JPX- Stun - SKD
2nd: JP0 - AUTO - N/A
3rd: JPX - Stun - SKD
4th: JP0 - AUTO - N/A
5th: JPX - SKD - SKD
[/spoiler]
[spoiler=Gen]
Gen
Crouch LK: Crane
JP0 - Float - Float
Jump Target: Shakudan (Crane)
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Standing HK: Crane
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Crouch HP: Crane
JP0 - Stun (CH = SKD) - Reset (CH = SKD)
Hyakurenko: All (Hands)
All Hits: JP0 - Stun - SKD
Gekiro: All
1st: JP0 - SKD - SKD
Continued: JPX - SKD - SKD
Final: JPX - HKD - HKD
Jyasen: All (Roll)
All Hits: JP0 - Stun - SKD
Oga: All (Wall Strike)
JP0 - Float - Float
Mantis Super - Zen'ei:
JP0 - Auto - Auto
Crane Super - Jyakoha:
JPX - N/A - AUTO
Mantis Ultra 1 - Zetsui
JP0 - Auto - Auto
Mantis Ultra 2 - Shitenketsu:
1st: JP0 - AUTO - AUTO
Remaining: JP0 - AUTO - SKD
Crane Ultra 1 - Ryukoha:
JPX - N/A - AUTO
Crane Ultra 2 - Teiga:
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=Gouken*]
Gouken
Amaoroshi: Back Throw
Causes Airborne, not Float
Side Jump: Jump + MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Nuetral Jump Fierce: HP
JP1 - Stun - HKD
Side Jump Roundhouse: HK
JP1 - Stun - HKD
Gohadouken: Normal
JP0+ - Stun - Float
Gohadouken: Normal Charged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
Gohadouken: EX Uncharged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
Gohadouken: EX Charged
1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
3rd: JP0+ - Float - Float
4th: JP0+ - Float - Float
Senkugoshoha: Normal (Palm)
JP0 - SKD - SKD
Senkugoshoha: EX (Palm)
1st: JP0 - Stun - Float
2nd: JP0 - Float - Float
Tatsumaki Gorasen: LK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Gorasen: MK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Tatsumaki Gorasen: HK
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
Tatsumaki Gorasen: EX
1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
Kongoshin: All (Counter)
JP0 - Float - Float
Hyakkishu: Sweep
JP0 - HKD+ - HKD+
Hyakkishu: Dive Kick
JP0 - Stun - Reset
Super - Forbidden Shoryuken:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
Ultra 1 - Shin Shoryuken:
1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
Ultra 2 - Denjin Hadouken:
1st: JP2 - Stun - Float
2nd: JP3 - Stun - Float
3rd: JP4 - Stun - Float
Final: JP5 - Float - Float
Fully Charged has continued ascending Juggle Points up to JP9 (8 hits starting at JP2)
[/spoiler]
[spoiler=Guile]
Guile
Guile High Kick: Down + Forward + Roundhouse
JP0 - Float - Float
Sonic Boom: Normal
JP0 - Stun - SKD
Sonic Boom: EX
1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD
Flash Kick: Normal
JP0 - SKD - SKD
Flash Kick: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Double Flash:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
Ultra 1 - Flash Explosion:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - AUTO - AUTO
Ultra 2 - Sonic Hurricane:
1st: JP0 - FLOAT - FLOAT
2nd: JP1 - FLOAT - FLOAT
3rd: JP2 - FLOAT - FLOAT
4th: JP3 - FLOAT - FLOAT
5th: JP4 - FLOAT - FLOAT
6th: JP5 - FLOAT - FLOAT
[/spoiler]
[spoiler=Guy]
Guy
Crouch HK: Slide
JP0 - HKD+* - HKD+*
Note - At long distance causes JP0 - Stun - Reset
Nuetral Jump: HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Elbow Drop: Jump + Down + MP
JP1 - Stun - Reset
Ninja Sickle: Down Forward HK
1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float
Bushin Gokusaken: Target Combo
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - SKD - SKD
Bushin Gokusaken Throw: Target Combo Back Throw
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Float - N/A
Hozanto: Normal
JP0 - SKD - SKD
Hozanto: EX
JP1 - SKD - SKD
Shadow Kick: Running Slide
JP0 - HKD+ - HKD+
Neck Flip: Running Overhead
1st: JP0 - Stun - Float
2nd: JP0 - Stun - SKD
Neck Flip: EX
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
Bushin Senpukyaku: LK MK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD- SKD
Bushin Senpukyaku: HK EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD
Super - Bushin Hasoken:
JPX - Auto - Auto
Note - If any single hit misses combo will end
Ultra 1 - Bushin Goraisenpujin:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - Auto - Auto
[/spoiler]
[spoiler=Hakan]
Hakan
Notes - Status in brackets indicates effects when oiled.
Diagonal Jump: MP
JP0 - Stun - SKD
Step Knee: Forward + HK
JP1 – Stun (HKD+) - Reset (HKD+)
Oil Slide:
JP1 - HKD+ - SKD
Ultra 2 - Oil Combination Hold:
JP1 - N/A - AUTO
[/spoiler]
[spoiler=Ibuki**]
Ibuki
Crouch Fierce: HP
JP2 - Stun - Reset
Sweep Combo: (All versions)
1st: JP0 - HKD+ - HKD+
2nd: JP1 - Stun - Reset
Close Roundhouse: HK
1st: JP0 - SKD - SKD
2nd JP1 - SKD - SKD
Diagonal Jump: HK
JP2 - Stun - HKD
Agemen: Back + MP
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Hammer Kick: Forward + MK
JP0 - Stun - HKD
Kuna Throw: Normal
JP0 - Stun - SKD
Kunai Throw: EX
1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD
Neck Breaker: All
JP0 - AUTO - AUTO
Raida: All (Explosion Grab)
JP1 - AUTO - AUTO
Kazegiri: All (Dragon Kick)
1st: JP1 - SKD - SKD
2nd: JP2- SKD - SKD
3rd: JP3 - SKD - SKD
Tsumuji: LK (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
Tsumuji: MK HK (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun* - SKD
* Can Cause HKD+ if down is held
Tsumuji: EX (Multi-Kicks)
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD* - SKD
* Can Cause HKD if down is held
Hien: All (Overhead Jump Stomps)
JP0 - AUTO - AUTO
Super - Kasumi Suzuka:
All Hits: JPX - Stun - SKD
Ultra 1 - Yoroitoshi**:
1st: JP0 - THROW - THROW*
2nd-8th: JPX - Stun - SKD
* Cannot hit a juggled target
Ultra 2 - Hashinsho**:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5+ - SKD - SKD
6th: JP1 - AUTO - AUTO
7th: JP6 - SKD - SKD
[/spoiler]
[spoiler=Juri*]
Juri
Diagonal Jump Strong: MP
JP0+ - Stun - Float
Diagonal Jump Fierce:HP
JP1 - HKD - HKD
Close Fierce: HP
JP0 - SKD - SKD
Fuhajin: Kick
JP1 - SKD - SKD
Fuhajin: Projectile
JP2 - Stun - SKD
Fuhajin: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Shikusen: Normal Complete (Dive Kick Aerial Combo)
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
Shikusen: EX (dive Kick Aerial Combo)
JP0 - AUTO - AUTO
Note - Auto combo ends with Wall Bounce -> SKD (JP1)
Senpusha: LK Pinwheel
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Senpusha: MK/HK Pinwheel
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 – SKD* - SKD*
Note: Final hit removes all combo potential
Senpusha: EX Pinwheel
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD - SKD
Super - Fuharenjin:
All Hits: JP1+ - SKD - SKD
Final Hit: JP1 – SKD* - SKD*
Note: Final hit removes all juggle potential
Ultra 1 - Feng Shui Engine:
All become JP1:
Close / Far HP
Close / Far MP
Close MK Second hit
Far MK
Close HK Second Hit
Far HK
Ultra - Kaisen Dankairaku
Floor Spin: JP1 - AUTO - AUTO
Middle Ascension: JP2 - AUTO - AUTO
Peak: JP3 - AUTO - AUTO
[/spoiler]
[spoiler=Ken*]
Ken
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Tatsumaki Senpukyaku: LK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
* Add 2 Juggle Points if this hits an airborne target, only add one Juggle Point if it hits a juggled target.
Tatsumaki Senpukyaku: MK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it his a juggled target
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
5th: JP1 - Stun - SKD*
* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it hits a juggled target
Tatsumaki Senpukyaku: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
5th: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air LK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air MK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air HK
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
Tatsumaki Senpukyaku: Air EX
1st: JP4 - Stun - SKD
2nd: JP4 - Stun - SKD
3rd: JP4 - Stun - SKD
4th: JP4 - Stun - SKD
Shoryuken: LP
JP0 - SKD - SKD
Shoryuken: MP
1st: JP0 - Stun (CH = SKD) - SKD
2nd: JP1 - SKD - SKD
Shoryuken: HP
1st: JP0 - Stun (CH = Float) - Float
2nd: JP0+ - SKD - SKD
3rd: JP1 - SKD - SKD
Shoryuken: EX
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD
Super - Shoryureppa:
1st: JP0 - Stun - SKD
2nd: JP1+ - Stun - SKD
3rd: JP1+ - Stun - SKD
4th: JP0 - SKD - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD – SKD
Ultra - Shinryuken:
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX- SKD - SKD
7th: JPX - SKD - SKD
8th: JPX - SKD - SKD
9th: JPX - SKD - SKD
10th: JPX - SKD - SKD
Ultra - Guren Senpukyaku:
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5- Stun - SKD
7th: JP6 - Stun - SKD
8th: JP7 - Stun - SKD
9th: JP8 - Stun - SKD
10th: JP9 - Stun - SKD
11th: JP10 - AUTO - SKD
[/spoiler]
[spoiler=M.Bison]
M Bison
Hell Attack: Diagonal Jump MP -> MP
1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD
Psycho Crusher: Normal
JP0 - SKD - SKD
Psycho Crusher: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Double Knee Press: Normal
1st: JP0 - Stun -SKD
2nd: JP0 - SKD - SKD
Double Knee Press: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Head Press: Normal
JP0 - Stun - SKD
Head Press: EX
JP0 – HKD+ - SKD
Somersault Skull Diver: Normal
JP0 - Stun - SKD
Somersault Skull Diver: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Devils Reverse: Normal
JP0 - SKD - SKD
Devils Reverse: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Knee Press Nightmare:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX – HKD+ - HKD+
Ultra - Nightmare Booster:
1st: JPX - STAND - SKD
2nd: JPX - STAND - SKD
3rd: JPX - STAND - SKD
4th: JPX - STAND - SKD
5th: JPX - AUTO - AUTO
Ultra 2 - Psycho Punisher:
JP1 - AUTO - AUTO
[/spoiler]
[spoiler=Makoto]
Makoto
All Jump Fierce: HP
JP1 - Stun - Reset
Forward Short: -> + LK
JP1 - Stun - Reset
Hayate: Normal (Dash Punch)
JP1 - Stun* - SKD
Fully charged (Level 4 & 5) causes SKD
Hayate: EX (Dash Punch)
JP2 - SKD - SKD
Oroshi: LP MP (Overhead Chop)
JP0 - Stun - HKD
Oroshi: HP (Overhead Chop)
JP0 – HKD+ - HKD+
Oroshi: EX (Overhead Chop)
JP1 – HKD+ - HKD+
Fukiage: All (Up Punch)
JP1 - N/A - SKD
Tsurugi: LK MK (Axe Kick)
JP1 - Stun - SKD
Tsurugi: HK (Axe Kick)
JP1 - HKD - HKD
Tsurugi: EX (Axe Kick)
1st: JP2 - HKD- HKD
2nd: JP3 - HKD - HKD
Ultra 1 - Seichusen Godanzuki:
JP0 - AUTO - AUTO
Ultra 2 - Abare Tosanami*:
* First hit must hit to dash/jump cancel the final hit
1st: JP1 - AUTO - Float*
2nd: JP1+ - SKD - SKD
3rd: JP1+ - SKD - SKD
4th: JP1+ - SKD - SKD
* If the LK or MK version of Abare Tosonami is used, causes SKD
[/spoiler]
[spoiler=Oni**]
Oni
Roundhouse: HK
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - HKD
Back + MP: Stomach Blow
JP1 - Stun - Reset
Forward + Roundhouse: F + HK
JP1 - Stun - SKD
Forward + Fierce*: F + HP
JP0 - Stun - Reset
*Destroys Single Projectiles
Neutral Jump Strong: Jump + MP
JP1 - Stun - HKD
Gohadouken: Normal
JP0 - Stun - SKD
Gohadouken: Normal Charged
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Gohadouken: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
Gorai Hadouken: LP (Electric Fireball)
JP1 - SKD - SKD
Gorai Hadouken: MP (Electric Fireball)
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Gorai Hadouken: HP & EX (Electric Fireball)
1st: JP0 - SKD - SKD
2nd: JP1+ - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: LK
JP0 - SKD - Float
Tatsumaki Senpukyaku: MK
1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: HK
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpu Kyaku: Normal Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Tatsumaki Senpukyaku**: EX (After Air Dash)
JP1 - SKD - SKD
Goshoryuken: LP & HP
1st: JP0 - Auto - SKD
2nd: JP1 - SKD - SKD
Goshoryuken: MP
1st: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
Goshoryuken: EX
1st: JP0 - Auto* - Auto*
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
* 1st hit of auto combo is untechable (in case the auto combo whiffs)
Rakan Dantojin: LK Rush Slash
JP0 - Stun - Float
Rakan Dantojin: MK & HK Rush Slash
JP0 - SKD* - SKD*
*Removes all Juggle Potential, unless hitting a juggled opponent
Rakan Dantojin: EX Rush Slash
JP1 - SKD (CH=SKD*) - SKD (CH=SKD*)
*High Elevation.
Sekisei Jiraiken: LK Overhead Palm
JP1 - HKD+ - HKD+
Sekisei Jiraiken: MK Overhead Palm
JP2 - HKD+ - HKD+
Sekisei Jiraiken: HK Overhead Palm
JP0 - HKD+ - HKD+
Sekisei Jiraiken: EX Overhead Palm
1st: JP1 - HKD+ - HKD+
2nd: JP2 - HKD+ - HKD+
Zanku Hadosho: all Air Dash
JP1 - Stun - SKD
Super - Raging Demon**: Air
JP2 - N/A - AUTO
Meido Gohadou: Ultra 1 (all variations)
1st*: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
*First hit is a close range hit, Ground PPP Activation only.
Tenchi Sokaigen: Ultra 2
1st*: JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD
[/spoiler]
[spoiler=Rose]
Rose
Soul Piede: F + HK
JP0 - Stun - SKD
Soul Spark*: Normal
Gains 4 damage for each prjectile absorbed (Max 7)
JP0 - Stun - SKD
Soul Spark*: EX
* each hit Gains 3 damage for each projectile absorbed (Max 7) resets once any kind of projectile has been thrown
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Soul Spiral: All
JP0 - SKD - SKD
Soul Reflect: All
JP0 - SKD - SKD
Soul Throw: All
JP1 - N/A - THROW
Super - Aura Soul Spark*:
* First 4 hits gain 3 damage for each projectile absorbed, final hit gains 5 totalling 17 extra damage per projectile absorbed (Max 7) resets once any kind of projectile has been thrown
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD* - SKD*
*Removes all juggle capability
Ultra 1 - Illusion Spark:
JP0 - AUTO - AUTO
Ultra 2 - Soul Satellite*:
For each absorbed projectile one of the orbs will gain 4 damage (Max 7 absorbed projectiles) resets once any kind of projectile has been thrown
Both Projectiles: JPX+ - Stun - SKD
[/spoiler]
[spoiler=Rufus**]
Rufus
Far Roundhouse: HK
JP0 - Float - SKD
Diagonal Jump Roundhouse: HK
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Fragrance Palm: ->+ HP
JP0 - SKD - SKD
Target Combo: LK -> HK
1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD
Falcon Kick: Dive
JP1 - Stun - Reset
Galactic Tornado: LP
1st: JP1 - Stun - SKD
2nd: JP0 - SKD - SKD
Galactic Tornado: MP
1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Galactic Tornado: HP
1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD - SKD
Galactic Tornado: EX
1st: JP0 - SUCK - N/A
2nd: JP1 - SKD - SKD
Messiah Kick: Normal
JP0 - Stun - SKD
Messiah Kick: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
LK Followup: Somersault
JP1 - SKD - SKD
MK Followup: Sweep
JP0 - HKD - HKD
HK Followup: Overhead
JP0 - HKD - SKD
Snake Strike: LP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP2 - Stun - SKD
Snake Strike: MP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD
Snake Strike: HP
1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD
Snake Strike: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
Super - Spectacle Romance:
1st JPX - Stun - STAND
2nd: JPX - AUTO - AUTO
Ultra 1 - Space Opera Symphony:
1st - 8th: JPX - SKD - SKD
9th: JPX - AUTO - AUTO
Ultra 2 - Big Bang Typhoon:
JP0 - AUTO - AUTO*
* Different Auto combo, fewer hits.
[/spoiler]
[spoiler=Ryu**]
Ryu
Diagonal Jump Strong**: Jump + MP
1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD
Hadouken: Normal
JP0 - Stun - SKD
Hadouken**: EX
1st: JP1 - SKD* (CH=FLOAT) - SKD* (CH=FLOAT)
2nd: JP2+ - FLOAT - FLOAT
Adds 2 points to Juggle Counter, except when hitting a juggle opponent.
Tatsumaki Senpukyaku: Normal & Air Normal
JP0 - SKD - SKD
Tatsumaki Senpukyaku: EX
1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD
Tatsumaki Senpukyaku: EX Air
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD
Shoryuken**: LP/HP
JP0 - SKD - SKD
Shoruken: MP & EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Shinku Hadouken:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - SKD* - SKD
* Removes all juggle potential
Ultra - Metsu Hadouken:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD* - SKD
* Removes all juggle potential
Ultra 2 - Metsu Shoruken:
1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
[/spoiler]
[spoiler=Sagat]
Sagat
Forward Step Kick: -> + HK
JP1 - Stun - SKD
Tiger Shot: Normal (High & Low)
JP0 - Stun - SKD
Tiger Shot: EX (High & Low)
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Tiger Knee: Normal
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Tiger Knee: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
Tiger Uppercut: Normal
JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
* Causes spin animation on Counterhit
Tiger Uppercut: EX
1st: JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
* Causes spin animation on Counterhit
Tiger Scar:
+1 JP to all hits of Tiger Uppercut (All versions)
Also adds Armour breaking properties
Super - Tiger Genocide:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - SKD - SKD
Ultra 1 - Tiger Destruction:
1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - AUTO - AUTO
Ultra 2 - Tiger Cannon:
1st: JP0+ - Stun - Float
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP4+ - Stun - SKD
5th: JP4+ - Stun - SKD
6th: JP4 - Stun - SKD
7th: JP5 - Stun - SKD
8th: JP6 - SKD* - SKD
* Creates Uncomboable State
[/spoiler]
[spoiler=Sakura*]
Sakura
Hadouken: Normal
JP0 - Stun - SKD
Hadouken: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Tatsu: LK
1st: JP0 - Stun - Reset
Tatsu: MK
1st: JP0 - Stun - Reset
2nd: JP1 - Stun -Reset
Tatsu: HK
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
Tatsu: EX
1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
4th: JP0 - Float - Float
Tatsu: Normal Air
1st: JP0 - SKD - SKD
2nd: JP1 – SKD - SKD
Tatsu: Air EX
All Hits: JP2 - SKD - SKD
Shouoken: LP
1st: JP0 - Stun - SKD
2nd: JP0 -SKD - SKD
Shouoken: MP
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
Shouoken: HP
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD
Shouoken: EX
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD
Sakura Otoshi: All
1st: JP1 - SKD - SKD
2nd: JP2 -SKD - SKD
3rd: JP3 - SKD - SKD
Super - Haru Ichiban:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Stun - Reset
5th: JP0 - Stun - Reset
6th: JP0 - Stun - Reset
7th: JP0 - SKD - SKD
Ultra 1 - Haru Ranman:
1st: JP0 - AUTO - AUTO*
2nd: JP0 - AUTO - AUTO
3rd: JP0 - SKD - SKD
* If this hits airborne (Not float) second hit whiffs
Ultra 2 - Shinku Hadouken: & Tengyo
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 – SKD* - SKD
*Removes all Juggle capabilities
[/spoiler]
[spoiler=Seth]
Seth
Diagonal Jump Strong: MP
1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD
Yosokyaku: Stomp
1st: JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD
Tenmakujinkyaku: Dive Kick
JP4 - Stun - Reset
Sonic Boom: All
Each Boom: JP0 - Stun - SKD
Hyakaretsu: All
JP0 - AUTO - AUTO
Shoryuken: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
Shoryuken: EX
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
6th: JP4 - SKD - SKD
7th: JP5 - SKD - SKD
8th: JP6 - SKD - SKD
Tanden Engine: Normal
JP0 - SUCK - N/A
Tanden Engine: EX
JPX - SUCK - SUCK*
*If hitting airborne, opponent ends up in a standing juggled state until combo finishes. Works normally when hitting a juggled opponent.
Super - Tanden Storm:
Suction: JP0 - SUCK - SUCK*
1st - 22nd: JPX+ - Stun - SKD
23rd: JPX - SKD - SKD
*Puts enemy in a standing/jugglefloat state
Ultra 1 - Tanden Stream:
JP0 - AUTO - AUTO
Ultra 2 - Tanden Typhoon:
Suction: JP0 - SUCK - SUCK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
11th: JP10 - SKD - SKD
12th: JP11 - SKD - SKD
13th: JP12 - SKD - SKD
14th*: JP13 - SKD - SKD
* Enemy has to be quite high for final hit to hit.
[/spoiler]
[spoiler=T.Hawk**]
T Hawk
Close Roundhouse**: HK
JP0 - SKD - SKD
Heavy Should: Side Jump + Down + MP
JP0 - N/A - Reset
Condor Dive: Normal
JP0 - SKD - SKD
Condor Dive: EX
JP2 - SKD - SKD
Condor Spire: Normal
JP0 - SKD - SKD
Condor Spire: EX
JP0 - SKD - SKD
Tomohawk Buster: Normal
1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD
Tomohawk Buster: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
[/spoiler]
[spoiler=Vega**]
Vega
Cosmic Heel: Down + Forward + HK
JP0 - Float - Float
Rolling Crystal Flash: All
All Hits: JP0 - Stun - SKD
Scarlet Terror: LK
JP0 - SKD - SKD
Scarlet Terror: MK + HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Scarlet Terror: EX
1st: JP1 - SKD - SKD
2nd: JP1 - SKD - SKD
Flying Barcelona Attack: Normal Claw Dive or Izuna Drop
JP0 - SKD - SKD
Flying Barcelona Attack: EX Claw Dive
Launcher: JP0 - Float - Float
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
Flying Barcelona Attack: EX Izuna Drop
Launcher: JP0 - Float - Float
2nd: JP1 - Throw - Throw
Sky High Claw**: Normal
JP0 - SKD - SKD
Sky High Claw: EX
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Super - Flying Barcelona Special: Attack
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 -SKD - SKD
4th: JP4 - SKD - SKD
Super - Flying Barcelona Special: Rolling Izuna
JP0 - THROW - THROW
Ultra - Bloody High Claw**:
Launcher: JP0+ - Float - Float
2nd: JP0 - AUTO - AUTO
Ultra 2 - Splendid Claw:
JP0 - AUTO - AUTO
[/spoiler]
[spoiler=Yang*]
Yang:
Close Forward: MK
JP0 - Float - Float
Far Strong: MP
JP1 - Stun - Reset
Far Fierce: HP
JP1 - Stun - Reset
Crouch Short: LK
JP1 - Stun - Reset
Target Combo: Palm
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Target Combo: Kicks
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Dive Kick:
JP1 - Stun - Reset
Tourou Zan: All Normal Rekka
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Tourou Zan: EX Rekka
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
Byakko Soushouda: MP Palm
JP0 - Stun - SKD
Byakko Soushouda: HP Palm
JP0 - SKD - SKD
Byakko Soushouda: EX Palm
JP0 - Float* - Float*
*Cause Wallbounce
Senkyuutai: LK Dragon Kick
1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Senkyuutai: MK/HK Dragon Kick
1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Senkyuutai: EX Dragon Kick
1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Ultra - Raishin Mahhaken
JP0 - AUTO - AUTO
Ultra 2 - Tenshin Senkyuutai
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
[/spoiler]
[spoiler=Yun*]
Yun
Close Forward: MK
JP0 - Float - Float
Dive Kick:
JP1 - Stun - Reset
Sweep Target: Crouch HK -> HK
1st: JP0 - HKD+* - HKD+
2nd: JP1 - SKD - SKD
*If specifically traded with another attack (Not projectile) opponent ends in grounded stun, also throwable, very strict timing.
Forward Fierce: F + HP
JP1 - SKD - SKD
Target Combo:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float
Zesshou Hohou All Normal Rush Punch
JP1 - SKD - SKD
Zesshou Hohou: EX Rush Punch
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Nishokyaku: All Normal Dragon Kick
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Nishokyaku: EX Dragon Kick
1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
Kobokushi: Normal Palm
JP0 - Float - Float
Kobokushi: EX Palm
JP1 - Float* - Float*
*Causes Wallbounce
Tetsuzankou: LP Shoulder
JP0 - Stun - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Tetsuzankou: MP/HP Shoulder
JP0 - SKD - SKD
Tetsuzankou: EX Shoulder
1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Super: Genei Gin
- all Ground Normals now cause SKD when hitting an airborne target.
- All attacks are now JP99 (Exceptions Below)
- Forward MK is JP7
- Rush Punch now has 3 hits
- shoulder now has 2 hits.
- Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
- Ultra 2 is now JP99 but has an alternate AUTO combo on 5th hit.
Ultra 1 - You Hou
1st: JP1 - Auto* - Auto*
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float
Auto Causes Float, Adds one juggle point to a juggled enemy.
Ultra 2 - Sourai Rengeki
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
[/spoiler]
[spoiler=Zangief**]
Zangief
Far standing HP**
JP0 - SKD - SKD
Lariat: Normal + Quick
JP0 - SKD - SKD
Green Hand: Normal
JP0 - Stun - SKD
Green Hand*: EX
1st: JP0 - Stun - SKD
2nd: JP1 - Stun – SKD
[/spoiler]
Last edited by Pokey86 on Mon Jun 23, 2014 11:57 pm, edited 1 time in total.
Re: In Depth Juggle Mechanics Analysis
But then it only hits three times on the ground. If you block the rising hit and then get hit by the super, it will do 4 hits. This indicates that it has two hits with JP 0, one for anti air /cancel combos, one for long distance punishes.Pokey86 wrote: Blankas super is a simple JP 0-1-2-3, easy way to test is to just do Electric -> Super
Just doing the ultra should tell you how it's juggling works.Pokey86 wrote:As for his ultra, i don't have a thorough way to test this... But if you ever get to JP1 with enough time to perform an ultra you let me know
Re: In Depth Juggle Mechanics Analysis
But this would overcomplicate things, people will have a hard enough time reading all this without me adding invisibile hits in to the equation, i mean Blankas isn't the only attack that does this, nearly all the AA moves do it. i mean if i start putting two hit points in for Ryu's LP SRK & Kens & Dudleys people are gonna think it's wrong (Which it wouldn't be) & this is more for determinning hit potential than classifying each individual move.But then it only hits three times on the ground. If you block the rising hit and then get hit by the super, it will do 4 hits. This indicates that it has two hits with JP 0, one for anti air /cancel combos, one for long distance punishes.
The only one of these moves i did intend to define the altered propperty is Cammy's Canon Spike, as this is somehwat necassary & I planned on asterixing it, defining why i've labelled it as having 2 hits. But besides that i want to reduce the confusion as much as possible.
Well, yeah you could guess, but you could say that about anything, like if you made that presumption because you saw Ryu's EX fireball hit twice after an SRK you could presume that all EX fireballs hit twice after SRK's. & this is a thorough analysis, i could've just C&P Kich's old work & added the new characters but i'm testing from scratch. (As best i can)Just doing the ultra should tell you how it's juggling works
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You are correct though, i'm not trying to downplay your input.
Re: In Depth Juggle Mechanics Analysis
Ok, but if it's impossible to do something, you might as well assume imo. Btw, are you sure that EX air burning kick has 1 more JP than normal one?
Re: In Depth Juggle Mechanics Analysis
Wait, so your definition of JP is different from the existing definition of JP? Why would you use the same acronym?
Re: In Depth Juggle Mechanics Analysis
Maj wrote:Wait, so your definition of JP is different from the existing definition of JP? Why would you use the same acronym?
It's not that straight forward, i mean is there even AN existing defenition of JP... if so what is it?
Kichs version was:
- Standard knocdown is JC 0
- Float knodown had no short name, it was always float knockdown
- enemies status is defined by JC, (Juggle Counter) this signified what state the enemy was in.
- Attacks used JP (Juggle Point)
- For a move to hit it had to have a juggle point HIGHER than the status the enemy is in. EG: for a move with JP2 to hit, the enemy must be in JC1 or less.
My terminology is as follows:
- JP is both juggle status & attack capability.
- Standard knockdown is JP1
- Float knockdown is JP0
- For an attack to hit the JP must MATCH. EG for an attack of JP1 to hit the enemy must be in JP 1(Standard knockdown)
When i first started doing this with Kich there was alot of confusing, hell we were both having arguments about the same conclusion. (innadvertently) Nothing against Kich but i find this easier to understand. Hell i made this video back then & it was only when Kich brought up the fact that i used JP1 instead of JP0 that i realised we had wrong terminoligies.
Re: In Depth Juggle Mechanics Analysis
I know a few people here like the short but iffy combos, as it turns out Vega can do
EX Dive -> Claw -> EX Scarlet
Did anyone know that? i don't usually dabble in these kind of combos, so if anyone wants to use it for a combo video be my guest, just found it funny, considering his dive claw has quite alot of recovery. All you have to do is hit the tip of Dahlsims full screen J.HP in the corner, your dive should hit him just before he hits the floor, requires a little bit of manipulation to get your charge though.
In SFIV, when a character was hit by his claw dive i am sure they didn't raise as high as they do now.
EX Dive -> Claw -> EX Scarlet
Did anyone know that? i don't usually dabble in these kind of combos, so if anyone wants to use it for a combo video be my guest, just found it funny, considering his dive claw has quite alot of recovery. All you have to do is hit the tip of Dahlsims full screen J.HP in the corner, your dive should hit him just before he hits the floor, requires a little bit of manipulation to get your charge though.
In SFIV, when a character was hit by his claw dive i am sure they didn't raise as high as they do now.
Re: In Depth Juggle Mechanics Analysis
I think I saw this a long time ago, but it's no surprise it works. The up hit causes float.Pokey86 wrote:I know a few people here like the short but iffy combos, as it turns out Vega can do
EX Dive -> Claw -> EX Scarlet
Did anyone know that? i don't usually dabble in these kind of combos, so if anyone wants to use it for a combo video be my guest, just found it funny, considering his dive claw has quite alot of recovery. All you have to do is hit the tip of Dahlsims full screen J.HP in the corner, your dive should hit him just before he hits the floor, requires a little bit of manipulation to get your charge though.
In SFIV, when a character was hit by his claw dive i am sure they didn't raise as high as they do now.
Btw, when it comes to Cammy's Ultra 1, the hit that causes the animation probably has JP 0, as you can't juggle into it.
Re: In Depth Juggle Mechanics Analysis
Doopliss wrote:I think I saw this a long time ago, but it's no surprise it works. The up hit causes float.Pokey86 wrote:I know a few people here like the short but iffy combos, as it turns out Vega can do
EX Dive -> Claw -> EX Scarlet
Did anyone know that? i don't usually dabble in these kind of combos, so if anyone wants to use it for a combo video be my guest, just found it funny, considering his dive claw has quite alot of recovery. All you have to do is hit the tip of Dahlsims full screen J.HP in the corner, your dive should hit him just before he hits the floor, requires a little bit of manipulation to get your charge though.
In SFIV, when a character was hit by his claw dive i am sure they didn't raise as high as they do now.
Btw, when it comes to Cammy's Ultra 1, the hit that causes the animation probably has JP 0, as you can't juggle into it.
Originally i would have said that, but the thing is she does 3 hits during the lunge forward, & 4 hits during her ground spin to Spike, & if you combo in to ultra using the standard method you get 6 hits.
Canon spike -> FADC -> Ultra 5 hits (Against Dahlsim)
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Also can someone with a programmable pad do me a favour? I belive chun li's EX SBK is JP5-6-7-8-9 for it's 5 hits, however i want as conclusive test as possible. (This may be a hitbox thing)
I need you to do one hit of the air target or neutral HP, the EX SBK for all 5 hits, then SBK again at the earliest moment possible. & let me know if it hits. If it does hit, the do the same again only hit both times with the air target.
either way the first hit doesn't have the same JP as the subsequent hits..
Also Chun can do:
Cl.HP -> EX Kikouken -> EX legs
against rose, no FADC
Last edited by Pokey86 on Tue May 11, 2010 5:58 pm, edited 1 time in total.
Re: In Depth Juggle Mechanics Analysis
I don't really get what you are going at here. But I'm quite sure it's the third or fourth hit that triggers the ultra.Pokey86 wrote:Originally i would have said that, but the thing is she does 3 hits during the lunge forward, & 4 hits during her ground spin to Spike, & if you combo in to ultra using the standard method you get 6 hits.
Canon spike -> FADC -> Ultra 5 hits (Against Dahlsim)
Seen this: http://www.youtube.com/watch?v=HpYRANKAudYPokey86 wrote:Also can someone with a programmable pad do me a favour? I belive chun li's EX SBK is JP6-7-8-9-10 for it's 5 hits, however i want as conclusive test as possible. (This may be a hitbox thing)
Mind you that I use the old terminology.
Re: In Depth Juggle Mechanics Analysis
ok cool, i thought i was timing it well but wanted a conclusive opinion, glad we have more than one person aggreeing.
It is the 4th or 5th hit that initiates the auto combo, but when you do the ultra after backdash 5 hits of the ultra hit, & only 3 hits are from the canon Drill part, 4 for the spin to spike, therefore you get the final hit of the drill hitting followed by all the remaining hits (Which would include the Auto combo move)
Besides not all auto-combo moves initiate auto combos on both standing & airborne enemies, just do Sakuras third hit against an airborne opponent
It is the 4th or 5th hit that initiates the auto combo, but when you do the ultra after backdash 5 hits of the ultra hit, & only 3 hits are from the canon Drill part, 4 for the spin to spike, therefore you get the final hit of the drill hitting followed by all the remaining hits (Which would include the Auto combo move)
Besides not all auto-combo moves initiate auto combos on both standing & airborne enemies, just do Sakuras third hit against an airborne opponent
Re: In Depth Juggle Mechanics Analysis
Anyone got any theorys on Dee Jays MG-upper?
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Re: In Depth Juggle Mechanics Analysis
I think last hit has some sort of sweep effect.
Re: In Depth Juggle Mechanics Analysis
Smileymike101 wrote:I think last hit has some sort of sweep effect.
You can still juggle after alot of sweeps
Re: In Depth Juggle Mechanics Analysis
Not real sweeps.
Re: In Depth Juggle Mechanics Analysis
lol here's a strange one... Dee Jays Crouch HK
Standing Causes Hard Knock down (untechable)
Against air causes untechable standard knockdown
On stage 2 focus...
... Causes reset.
Standing Causes Hard Knock down (untechable)
Against air causes untechable standard knockdown
On stage 2 focus...
... Causes reset.
Re: In Depth Juggle Mechanics Analysis
Yes, noticed this as well, really weird. There's two hitboxes though. One probably sweeps standing and resets airborne, one probably only hits AA and causes knockdown.
Re: In Depth Juggle Mechanics Analysis
Doopliss wrote:Yes, noticed this as well, really weird. There's two hitboxes though. One probably sweeps standing and resets airborne, one probably only hits AA and causes knockdown.
Where are you getting the hitbox info?
Re: In Depth Juggle Mechanics Analysis
Didn't you know? the hitbox data has leaked. You can find it here: http://shoryuken.com/showthread.php?t=234787
Re: In Depth Juggle Mechanics Analysis
No i didn't, i'll be downloading that tonight. 10GB... wtf
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Oh &, last hit normal MG uppers removeall juggle capability.
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Oh &, last hit normal MG uppers removeall juggle capability.
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Re: In Depth Juggle Mechanics Analysis
If you like Dudley, don't get excited.It contains NO HITBOX DATA of his special moves.Well, it has MGB, but i don't care for it's fucking hitbox.I wanna see Dp, thunderbolt, CC, and short swing blow.
Re: In Depth Juggle Mechanics Analysis
The wrench swing part of Cody's U2 can juggle, try hitting someone in the air with the first swing. Also (dunno if they changed it though) you can hit with a JP0 move after 2 hits of AA Yoga catastrophe. Also, Cody's f.MP has JP1.
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Re: In Depth Juggle Mechanics Analysis
Randomness around cody's f.mp. Does dudley really have NO JUGGLE on is normals except sweep? I am dissapointed.I mean in sf3, his bnb would include a launcher ~ f.mk xx DP.Okay, it doesn't cancel now, and it would reset anyways, but they could at least make it juggle, to allow mixups after, like meaty forward fierce ( because it has 7 active frames) , meaty overhead, or meaty sweep after reset.Come on capcom...
Re: In Depth Juggle Mechanics Analysis
Well, c.MK launches on AA hit, and f.HK sweeps on AA hit... XD