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To test, copy [[Template:MoveData/style3.css]] into a live css editor. | |||
{{ | |||
{{MoveData2/sandbox | |||
|id=MoveDataHeader2 | |||
|moveNo={{{moveno|'''No.'''}}} | |||
|name={{{name|[[Movelist#Name|'''Name (STANCE)''']]}}} | |||
|input={{{input|[[Movelist#Input|'''Input''']]}}} | |||
|target={{{target|[[Movelist#Hit_level|'''Hit level''']]}}} | |||
|damage={{{damage|[[Movelist#Damage|'''Damage''']]}}} | |||
|startup={{{startup|[[Movelist#Startup|'''Startup''']]}}} | |||
|block={{{block|[[Movelist#Block|'''Block''']]}}} | |||
|hit={{{hit|[[Movelist#Hit|'''Hit''']]}}} | |||
|ch={{{ch|[[Movelist#CH|'''Counter-hit''']]}}} | |||
|tracksLeft={{{tracksLeft|[[Movelist#Tracking|'''Left''']]}}} | |||
|tracksRight={{{tracksRight|[[Movelist#Tracking|'''Right''']]}}} | |||
|range={{{range|[[Movelist#Range|'''Range''']]}}} | |||
|recv={{{recv|[[Movelist#Recovery|'''Recovery''']]}}} | |||
|screw={{{screw|[[Notation#Combo annotations|'''S!''']]}}} | |||
|wall={{{wall|[[Notation#Combo annotations|'''W!''']]}}} | |||
|floor={{{floor|[[Notation#Combo annotations|'''F!''']]}}} | |||
|crush={{{crush|[[Movelist#Crush|'''Crush''']]}}} | |||
|combo={{{combo|[[Movelist#Notes|'''Combo''']]}}} | |||
|jail={{{jail|[[Movelist#Notes|'''Jail''']]}}} | |||
|leeway={{{leeway|[[Movelist#Notes|'''Leniency''']]}}} | |||
|delay={{{delay|[[Movelist#Notes|'''Delayable''']]}}} | |||
|tab='''toggle''' | |||
}} | |||
{{MoveData2/sandbox | {{MoveData2/sandbox | ||
|moveNo=1 | |moveNo=1 |
Latest revision as of 07:25, 5 February 2021
To test, copy Template:MoveData/style3.css into a live css editor.
No.
toggle
1
Rage Art
R.d+1+2
m |
55–82
i20
-22
-5d
25
20
2.87
r46
pc8~19
Damage increases with lower health
2
Rage Drive
R.d/f+3+4
m |
25
8
15
3.01
r38
- Hit vs BT +10a (+1a)
- Bullet time 20f on hit
- Bullet time 10f on block
- Transition to r39 MS with f~n
- Transition input can be delayed 11f
n
Jab
1
h |
7
i10
+1
+8
5
7
2.03
r17
- Recovery is very slightly off-axis to the right, changing the tracking of follow up moves
3
Left Right Combo
1,2
h,h |
7,9
i10,i12
-1
+5
2.83
r20
Yes
4f
- Transition to r21 MS with f~n
- Transition input can be delayed 6f
1,2,2
h,h,m |
7,9,14
i10,i20~21
-13
-2
r31
2.CH (5fd)
7f
5f
4
Left Right Combo to Revolution Zwei
1,2,2,3
h,h,m,h |
7,9,14,23
i10,i21~23
-3
+17a (+8a)
r31
S!
3.hit (8fd)
17f
13f
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
5
Left Right Mid Kick
1,2,4
h,h,m |
7,9,10
r31
2.hit (i19)
Yes
1f
- Holding 4 during startup will slow it by 1f for about every 2f held
- Transition to r33 HMS with 3
6
Left Right Max Mid
1,2,4*
h,h,m |
7,9,20
r31
- Hold for 26f
- Tracks opposite direction to 1,2,4
1,3
h,h |
7,5
i10,i16
-11
+0
1.hit
Yes
4f
1,3:3
h,h,m |
7,5,4
i10,i9
-10
+1
Yes
- 3f input window
Right Cross
2
h |
10
i10
+1
+8
5
7
2.07
r18
2,1
h,h |
10,8
i10,i15~17
-5
+6
2.99
r22
1.hit
Yes
7f
5f
- Transition to r22 HMS with 3+4
- Transition input can be delayed 6f
10
Combination Hünf
2,1,3
h,h,h |
10,8,24
4.42
r28
S!
2.CH
2f
2,2
h,m |
10,14
i10,i20~21
-13
-2
2.28
r31
1.CH (5fd)
7f
5f
12
Right Cross to Revolution Zwei
2,2,3
h,m,h |
10,14,23
i10,i21~23
-3
+17a (+8a)
r31
S!
2.hit (8fd)
17f
13f
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
13
Mist Kick
3
m |
16
i14
-8
+7
20
9
2.23
r27
- Transition to r27 HMS with 4
- Transition input can be delayed 2f
14
Mist Wolf Combination
3,3
m,h |
16,18
i14,i17
-10
+1
2.61
r29
1.hit
Yes
13f
15
Trick Kick
3~3
h |
18
i30
-10
+1
2.59
r29
- 13f input window
- Recovery slowed by 1f if 4 pressed during startup
16
Mist Trap
3~3:4
h,t |
18,25
i30
+0d
2.59
r29
1f input window
Spin Kick
4,3
h,h |
16,14
i11,i18
-14
-3
+2
r33
1.CH +25a(+18)
Yes
17
Spinning Hammer Kick
4,3,3
h,h,m |
16,14,20
i11,i19~21
-13
+8d
r30
F!
2.CH
11f
10f
18
Spin Kick Somersault Combo
4,3,4
h,h,m |
16,14,25
i11,i30~32
-9
+24a (+14a)
r29
,js22~
1st +33a(+26)/2.CH (5fd)
7f
20
Lee Somersault
4,u+3
h,m |
16,25
r18
,js25~
1.CH
4f
3f
- Alternate input 4,u/f+3
- Transition to r26 MS with f~n
- Transition input can be delayed 17f
22
Pirouette Punch
1+2
m |
20
2.63
r28 FC
F!
- Homing
- Transition to r25 HMS with 3+4
- Transition input can be delayed 2f
f
f+2
m |
12
i14~15
-9
+2
18
8
2.25
r27
33
Double Signal
f+2,1
m,h |
12,24
i14,i19~20
-10
+42d (-16d)
3.96
r30
1.hit (10fd)
12f
11f
f+3
m |
6
i15
-18
-7
7
18
2.63
r37
f+3,3
m,m |
6,3
i15,i8
-18
-7
r37
Yes
1f
f+3,3,3
m,m,h |
6,3,3
i15,i8
-18
-7
r37
Yes
1f
f+3,3,3,3
m,m,h,h |
6,3,3,3
i15,i8~9
-18
-7
r36
1.hit
1f
f+3,3,3,3,3
m,m,h,h |
6,3,3,3,3
i15,i8~9
-18
+13 (+3a)
r36
1.hit
1f
34
Acid Storm
f+3,3,3,3,3,4
m,m,h,h,h,h |
6,3,3,3,3,20
i15,i20~21
-7
+20a
r32
S!
5th hit
16f
17f
- Transition to r35 HMS with 3
- Transition input can be delayed 26f
- Alternate input
- f+3,3,4
- f+3,3,3,4
- f+3,3,3,3,4
f+4
h |
13
i11
-7
+4
7
10
2.31
r26
36
Deadly Cyclone
f+4,1
h,h |
13,16
i11,i24~25
-2
+13g
3.76
r29
S!
1.CH (6fd)
16f
11f
35
Deadly Arc
f+4,3
h,m |
13,18
3.74
r25
F!
1.CH (9fd)
16f
11f
- Spike
- Transition to r21 HMS with 4
37
Aggressive One-Two
f+1+2
h,h |
10,20
i13,i28~29
-13
+18a (+9a)
2.53
r31
38
Feather Landing
f+3+4
M,M |
10,20
i30~32,i34~36
+4c
+8c
3.30
r27 FC
js14~33
F!
Yes
- Spike
d/f
Quick Upper
d/f+1
m |
10
i13~14
-1
+5
19
7
2.17
r19
Can evade jabs on frames 6~9
Uppercut
d/f+2
m |
12
6
6
2.06
r25
- Hit vs crouch +4s
- Can evade jabs on frame 9
- Tracks right up to 18 frames sometimes
d/f+3
m |
14
i15~16
-8
+3
7
7
2.08
r26
d/f+3,2
m,h |
14,11
i15,i19~20
-6
+5
3.14
r24
1.hit
4f
44
Mercury Drive
d/f+3,2,3
m,h,m |
14,11,23
4.70
r36
2.CH (7fd)
10f
45
Front Kick
d/f+4
m |
16
i13~14
-9
+2
9
12
2.55
r27
- Transition to r27 HMS with 3
- Transition can be delayed 2f
d/f+1+2
m |
18
i20~21
-9
-2
12
16
r31
46
Revolution Zwei
d/f+1+2,3
m,h |
18,23
i20~21,i21~23
-3
+17a (+8a)
r31
S!
1.hit (7fd)
16f
13f (7fd)
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
d
Crouch Jab
d+1
s |
5
i10
-5
+6
1.55
r24 FC
cs4~
- Alternate input d/b+1
- Transition to r24 with f
- Transition input can be delayed 16f
48
Sliver Low
d+3
L |
17
14
12
2.39
r33 FC
cs6~
- Transition to r31 HMS with 4
- Transition input can be delayed 10f
- Transition can be delayed 8f
Shin Kick
d+4
l |
7
i12
-13
-14
-2
18
18
2.50
r32
49
Shin to Head Kick
d+4,4
l,h |
7,16
i12,i23
-9
+2
+27a (+17a)
r28
1.CH (7fd)
11f
10f
- Often notated d+4,n+4
- Connects to 4 extensions
Shin Kick to Silver Cyclone
d+4,4:3
l,h! |
7,60
i12,i60~61
+9a (+0a)
r39
cs25~45,js45~
- Technically a cancel from d+4,4
- 3 must be input on exactly the first frame of d+4,4 i.e., frame 13, or if d+4,4 is delayed, exactly one frame after 4
- Cancel to r53 HMS with 3+4 on frames ,2~37
d+4,d+4
l,l |
7,8
i12,i20
-15
-16
-4
r34
1.CH (10fd)
13f
12f
- Often notated D+4,4
d+4,d+4,4
l,l,l |
7,8,5
i12,i20
-15
-16
-4
r34
2.CH
10f
11f
- Often notated D+4,4,4
55
Laser Edge Kick Combo
d+4,d+4,4,4
l,l,l,m |
7,8,5,21
i12,i24~25
-20
+11a (+2a)
r38
3.CH (6fd)
14f
- Often notated D+4,4,4,4
- Transition to r30 HMS with 3
- Transition input can be delayed 2f
56
Silver Cyclone
d+3+4
h! |
60
i60~61
+9a (+0a)
r39
cs25~45,js45~
Cancel to r53 HMS with 3+4 on frames ,2~37
d/b
Crouch Straight
d/b+2
s |
8
i11
-4
+7
5
9
1.80
r23 FC
cs4~
57
Bump Kick
d/b+3
L |
15
i20~21
-12
+2
26
12
2.55
r30
F!
Spike
Crouch Shin Kick
d/b+4
l |
7
i12
-13
-2
18
17
2.30
r32 FC
cs4~
58
Death Touch
d/b+1+2
m!,m! |
20,30
i76 i90
+20a
r31
Cancel to r74 with u,u on frames 2~50
b
b+1
h |
8
i15
+0
+6
7
12
2.61
r19
If 1 is pressed on frames 12~14, adds 4 more damage and improves hitbox (~0.04 more range and better tracking)
b+1,1
h,m |
8,6
i15,i20
-5
+6
3.65
r24
1.hit
- Cancel to r24 MS with f~n on frames 1~15
- Transition to r20 HMS with 3+4
- Transition input can be delayed 11 frames
Triple Tooth
b+1,1,2
h,m,h |
8,6,15
i15,i20
-11
+1
4.86
r34
1.hit
b+1:1
h,m |
12,6
i15,i20
-5
+6
3.65
r24
1.hit
- Cancel to r24 MS with f~n on frames 1~15
- Transition to r20 HMS with 3+4
- Transition input can be delayed 11 frames
60
Triple Fang
b+1:1,2
h,m,h |
12,6,23
i15,i20
-6
+39d (-19d)
4.86
r34
1.hit
63
Rear Cross Punch
b+2
h |
13
i14
-5
+1
2.55
r24
- Transition to r20 MS with f~n
- Transition input can be delayed 5f
b+2,4
h,h |
13,12
i14,i14~15
-8
-6
+19a (+9a)
r35
1.hit (8fd)
13f
5f
- Transition to r37 HMS with 3+4
- Transition input can be delayed 24f
65
Super High Combination
b+2,4,3
h,h,h |
13,12,21
i14,i27~28
-3
+22a (+13a)
r27
,js13~
S!
2.CH
5f
b+3
L |
9
i15
-14
-3
r33
66
Stinging Rush
b+3,3
L,h |
9,15
,i19
-12
-3
r33
1.CH
- Transition to r28 MS with f~n
- Transition input can be delayed 5f
68
Silver Heel
b+4
m |
20
2.66
r20
F!
- Spike
- Hit vs crouch +18d
- Transition to r19 HMS with 3
- Transition adds tracking if input mid startup
69
Mist Flash
b+3+4
m |
20
i20
-15
+6a (-3a)
2.85
r38
pc8~19
W!
u/b
u
Hook
u+2
h |
17
i15~16
-12
+9~+10g
r30
- Alternate input:
- u/b+2
- u/f+2
71
Fake
u+3
|
r44
js9~28
- Transition to r35 FC with D
- Transition to r44 HMS with 3+4
u/f
u/f+3
m |
12
i25~26
-9
+2
3.09
r27
js12~
75
Silver Bullet
u/f+3+4
h |
27
r35
js9~
- Transition to r32 HMS with 3+4
- Transition input can be delayed 3f
Motion input
76
Pulse Blast
f,F+3
m |
26
i14~15
-11
+10a (+1a)
3.10
r35
Can't be buffered
79
Lee Cutter
b,B+4
h |
23
2.67
r26
S!
- Homing
- Transition to r23 HMS with 3
- Can't be buffered
f,f,F+3
m |
14
i14~15
-9
+17a (+7a)
2.49
r33
js9~
- Alternate input wr3
- Can't be buffered
81
Waxing Crescent
f,f,F+3,4
m,m |
14,26
i14~15,i20~22
+3
+24d (-11d)
4.27
r29
,js1~
F!
Yes
- Alternate input wr3,4
- Transition to r26 HMS with 3
80
Back Handspring to Hitman
u/b,b
|
r66 HMS
Throw
SS
95
Lee Screw Right
SSL.3+4
h |
25
i17~20
-2
+19a (+10a)
r28
S!
- Transition to r31 HMS with 3
WS
ws1
m |
13
i13~14
-2
+7
1.98
r20
82
Wonderful Combo
ws1,4
m,h |
13,17
i13~14,i20
-5
+4
3.17
r28
1.hit
- Transition to r28 HMS with 3
ws2
m |
12
i14~16
-8
+3
2.33
r25
84
Twister Heel
ws2,4
m,h |
12,23
i14~16,i27~28
-6
+18g
3.71
r24
S!
1.hit
ws3
M |
16
i10~12
-21
-10
2.20
r38
Tsunami Kicks
ws3,3
M,m |
16,11
i10,i15~16
-15
-4c
2.65
r33
Yes
- Transition to r33 HMS with 4
- Transition input can be delayed 2f
ws3,3,d/f+3
M,m,m |
16,11,10
i10,i26
-19
-8
r38
2.CH
86
Infinite Kicks Mid Chain
ws3,3,d/f+3,3
M,m,m,h |
16,11,10,10
i10,i24
-16
-5
r35
3.hit
- Connect to INF
- Hit vs BT +3a
ws3,3,d+3
M,m,l |
16,11,8
i10,i26
-19
-8
r38
2.CH
ws3,3,d+3,3
M,m,l,m |
16,11,8,10
i10,i24
-19
-8
r38
3.hit
85
Infinite Kicks Low Chain
ws3,3,d+3,3,3
M,m,l,m,h |
16,11,8,10,10
i10,i24
-16
-5
r35
4.CH
- Connect to INF
- Hit vs BT +3a
INF.3
m |
10
,i24
-19
-8
r38
Infinite Kicks Mid Variation
INF.3,3
m,h |
10,10
,i24
-16
-5
r35
1.hit
- Connect to INF
- Hit vs BT +3a
INF.d+3
l |
10
,i24
-19
-8
r38
INF.d+3,3
l,m |
10,10
,i24
-19
-8
r38
1.hit
87
Infinite Kicks Low Variation
INF.d+3,3,3
l,m,h |
10,10,10
,i24
-16
-5
r35
2.CH
- Connect to INF
- Hit vs BT +3a
INF.u+3
m |
15
,i19
-19
+1a
r39
INF.u+3,3
m,m |
15,10
,i26
-19
-8
r38
88
Infinite Kicks Axe Variation
INF.u+3,3,3
m,m,h |
15,10,10
,i24
-16
-5
r35
2.hit
- Connect to INF
- Hit vs BT +3a
Toe Smash
ws4
m |
16
i11~12
-6
+5
2.22
r24
- Transition to r27 HMS with 3
- Transition input can be delayed 2f
FC
FC.d+1
s |
5
i10
-5
+6
1.57
r24 FC
cs1~
- Alternate input
- FC d/b+1
- FC d/f+1
- Transition to r24 with f
- Transition input can be delayed 16f
FC.d+2
s |
8
i11
-4
+7
1.77
r23 FC
cs1~
- Alternate input
- FC d/b+2
- FC d/f+2
FC.d+3
l |
12
i13
-17
-3
r33 FC
cs1~
Alternate input FC d/b+3
FC.d/f+3
L |
12
i16
-17
-3
r33 FC
cs1~
FC.d+4
l |
10
i12
-15
-4
r34 FC
cs1~
Alternate input FC d/b+4
FC.u/b+4
m |
15
i18~28
-17
-6
r26 FC
js9~
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC.u+4
m |
22
r26 FC
js9~
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
90
Catapult Flip
FC.u/f+4
m |
25
r26 FC
js9~
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC.U/B+4
m |
25
i14~17
-31
-20
r47
js9~
Transition to r34 FC with D
FC.U+4
m |
28
i14~17
-31
+0a (-10a)
r47
js9~
Transition to r34 FC with D
91
Catapult Assault
FC.U/F+4
m |
30
i14~17
-31
+0a (-10a)
r47
js9~
Transition to r34 FC with D
92
Catapult Drop
FC.u/f+3+4
m,M |
30,20
i46~49,i56~58
-4
+17a (+7a)
r31 FU
js9~45
- Alternate input
- FC u+3+4
- FC u/b+3+4
HMS
23
Hitman (HMS)
3+4
|
r10 HMS
Hitman Sidestep
HMS.u~n
|
r29 HMS
- Alternate input HMS d~n
- Can cancel to any HMS attack
39
Hitman to Mist Step
HMS.f~n
|
r22 MS
Hitman Cancel
HMS.D
|
r1 FC
- Alternate input
- HMS D/B
- HMS D/F
Hitman Guard
HMS.b
|
r1
Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
24
Freaker Jab
HMS.1
h |
10
i12
+0
+7
2.28
r21 HMS
- Cancel to HMS 3 with 3
- Cancel to r19 MS with f~n
HMS.1,1
h,h |
10,10
i12,i10
-1
+7
r22 HMS
Yes
6f
- Cancel to r22 MS with f~n
HMS.1,1,1
h,h,h |
10,10,10
i12,i10
-1
+7
r22 HMS
Yes
8f
- Cancel to r24 MS with f~n
25
Freaker Jab Rush
HMS.1,1,1,1
h,h,h,h |
10,10,10,10
i12,i10
-1
+7
r22 HMS
Yes
8f
- Cancel to r24 MS with f~n
26
Excellent Combo
HMS.1,4
h,m |
10,17
r32
1.hit
Yes
10f
9f
- Transition to r32 HMS with 3
- Transition input can be delayed 1f
28
Scatter Kick
HMS.3
h,t |
21,20
i17~19
-4
+0d
2.58
r30
pc8~16
S!
- Homing
- Hit vs BT +21a
- Hit without throw +7a (max range or from side)
30
Poison Touch
HMS.1+2
m,m |
10,15
i15~16,i26~27
-7
+6
2.38
r25
Yes
31
Silver Slash
HMS.u/f+3
m |
24
i20~22
-9
+12a (+3a)
2.80
r30
js9~
W!
- Transition to r30 FC with D
MS
39
Mist Step
f~n
|
r1 MS
- MS lasts 22 frames
- MS is in crouching state on frames 6~19
- Can't be buffered
MS.3
m |
10
i15~16
-12
-1
2.25
r30
js9~
40
Inverted Axle
MS.3,4
m,m |
10,10
3.44
r31
,js1~
Combo from 1.hit
41
Lee Sliding
MS.3+4
L |
17
i29~33
-35
+10a
3.98
r47 FU
js6~23
Can't buffer moves during recovery
42
Sway
MS.b,n
|
r1 Sway
- Sway lasts 29 frames
- Can only be done when MS is in crouching state
- Gives access to ws moves for 4 frames
10 String
10 Hit Combo (2)
d/f+1,2
m,h |
10,5
i13~14,i20
-10
+1
2.97
r29
1.hit
1f
10 Hit Combo (3)
d/f+1,2,2
m,h,h |
10,5,6
i13~14,i22
-18
-7
3.84
r37
1.hit
- Hit vs BT +13a (+3a)
10 Hit Combo (4)
d/f+1,2,2,1
m,h,h,h |
10,5,6,5
i13~14,i13
-10
+1
4.50
r29
3.CH
On block
- Can't buffer attacks during recovery
10 Hit Combo (5)
d/f+1,2,2,1,3
m,h,h,h,h |
10,5,6,5,7
i13~14,i22~23
-25
-14
5.15
r44
4.hit
1f
10 Hit Combo (6)
d/f+1,2,2,1,3,3
m,h,h,h,h,L |
10,5,6,5,7,6
,i24
-25
-14
5.90
r44
5th hit
10 Hit Combo (7)
d/f+1,2,2,1,3,3,3
m,h,h,h,h,L,h |
10,5,6,5,7,6,7
,i21
-25
-14
6.32
r44
10 Hit Combo (8)
d/f+1,2,2,1,3,3,3,4
m,h,h,h,h,L,h,h |
10,5,6,5,7,6,7,7
,i20
-17
-6
6.81
r36
7th hit
10 Hit Combo (9)
d/f+1,2,2,1,3,3,3,4,3
m,h,h,h,h,L,h,h,h |
10,5,6,5,7,6,7,7,10
,i18
-25
-5
7.55
r44
Yes
96
10 Hit Combo
d/f+1,2,2,1,3,3,3,4,3,4
m,h,h,h,h,L,h,h,h,m |
10,5,6,5,7,6,7,7,10,25
i13~14,i32~34
-20
+12a (+2a)
7.91
r37
,js24~
9th hit