m (→WR) |
(→Downed) |
||
Line 246: | Line 246: | ||
|crush=cs1~ | |crush=cs1~ | ||
|recv=r30 FC | |recv=r30 FC | ||
|tot=52 | |||
|block=-12 | |block=-12 | ||
|hit=+5 | |hit=+5 | ||
Line 255: | Line 256: | ||
|input=FUFT.4 | |input=FUFT.4 | ||
|target=m | |target=m | ||
|damage= | |damage=18 | ||
|startup=i22 | |startup=i22 | ||
|crush=cs1~12 | |crush=cs1~12 | ||
|recv=r30 | |recv=r30 | ||
|tot=52 | |||
|block=-12 | |block=-12 | ||
|hit=+5 | |hit=+5 | ||
Line 275: | Line 277: | ||
|crush=fs1~11 js12~ | |crush=fs1~11 js12~ | ||
|recv=r27 | |recv=r27 | ||
|block=-21 | |tot=57 | ||
|block=-21~-10 | |||
|hit=+12a (+2a) | |hit=+12a (+2a) | ||
|notes={{BB}} | |||
}} | }} | ||
{{Move7 | {{Move7 | ||
Line 287: | Line 291: | ||
|crush=fs1~11 js12~ | |crush=fs1~11 js12~ | ||
|recv=r12 BT | |recv=r12 BT | ||
|block=-27 | |tot=40 | ||
|block=-27~-15 | |||
|hit=+4a (-6a) | |hit=+4a (-6a) | ||
|notes=Armor King, Eddy, and King | |notes={{Plainlist| | ||
*{{BB}} | |||
*Armor King, Eddy, and King}} | |||
}} | }} | ||
{{Move7 | {{Move7 | ||
Line 298: | Line 305: | ||
|damage=20 | |damage=20 | ||
|startup=i48~58 | |startup=i48~58 | ||
|crush=fs1~ | |crush=fs1~46 js47~57 fs58~91 | ||
|recv=r39 | |recv=r39 | ||
|block=[[Combo|+10s]] | |tot=97 | ||
|block=[[Combo|+10s~+20s]] | |||
|hit=+1a (-9a) | |hit=+1a (-9a) | ||
|notes=Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu | |notes=|notes={{Plainlist| | ||
*{{BB}} | |||
*Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu}} | |||
}} | }} | ||
{{Move7 | {{Move7 | ||
Line 317: | Line 327: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina | * Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina | ||
* When it's said to be -3 on hit, this is with respect to the frame when the wake-up kicks can be done and when the attacker can [[guard]]. The cancel to while standing kicks can at the earliest be done at -11. Anything else can only be done starting at -18. Normally this doesn't matter because the back roll effectively resets to neutral anyway, but at the wall it's quite significant, as it means even if it hits it doesn't really get you up safely.}} | * When it's said to be -3 on hit, this is with respect to the frame when the wake-up kicks can be done and when the attacker can [[guard]]. The cancel to while standing kicks can at the earliest be done at -11. Anything else can only be done starting at -18. Normally this doesn't matter because the back roll effectively resets to neutral anyway, but at the wall it's quite significant, as it means even if it hits it doesn't really get you up safely. | ||
* Can recover crouching on it with D}} | |||
}} | }} | ||
{{Move7 | {{Move7 | ||
Line 332: | Line 343: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Bob, Bryan, Claudio, Devil Jin, Dragunov, Eddy, Feng, Gigas, Heihachi, Hwoarang, Jin, Josie, Julia, Kazuya, Kunimitsu, Law, Lee, Lei, Leo, Lucky Chloe, Master Raven, Miguel, Negan, Paul, Shaheen, Steve, and Yoshimitsu | * Bob, Bryan, Claudio, Devil Jin, Dragunov, Eddy, Feng, Gigas, Heihachi, Hwoarang, Jin, Josie, Julia, Kazuya, Kunimitsu, Law, Lee, Lei, Leo, Lucky Chloe, Master Raven, Miguel, Negan, Paul, Shaheen, Steve, and Yoshimitsu | ||
* See FUFT.d+3 (Light)}} | * See FUFT.d+3 (Light) | ||
* Can recover crouching on it with D}} | |||
}} | }} | ||
{{Move7 | {{Move7 | ||
Line 347: | Line 359: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis | * Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis | ||
* See FUFT.d+3 (Light)}} | * See FUFT.d+3 (Light) | ||
* Can recover crouching on it with D}} | |||
}} | |||
{{Move7 | |||
|id=Generic-FUFT.f,1+2 | |||
|name=Front Roll Cross Chop | |||
|input=FUFT.f,1+2 | |||
|target=m | |||
|damage=15 | |||
|startup=i19~24 | |||
|crush=fs1~18 js19~29 fs30~58 | |||
|recv=r43 | |||
|block=+2~+7 | |||
|hit=+2a (-8) | |||
|notes={{BB}} | |||
}} | }} | ||
{{Move7 | {{Move7 |
Revision as of 13:54, 13 November 2023
Generic moves have the same properties (aside from hitbox) for every character that has them. Some characters may have unique moves mapped to the same input, thus making generic ones inaccessible.
This list is incomplete. You can help by expanding it.
n
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
d
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch jab
d+1
s
5
-5
+6
i10
cs4~
t34 r24 FC
- Transition to r24 with f
- Transition input can be delayed 16f
- hFC.1 is the same move with cs1~
Crouch Shin Kick
d+4
l
7
-13
-2
i12
cs4~
t44 r32 FC
Remapped to d+3+4 for some characters
u
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch jab
hFC.1
s
5
-5
+6
i10
cs1~
t34 r24 FC
- Transition to r24 with f
- Transition input can be delayed 16f
Downed
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
FUFT.4
m
18
-12
+5
+20a (+10a)
i22
cs1~12
t52 r30
- Wall break on counter hit
- Grounded on frames 1~12
Spinning Spring Kick
FUFT.3+4
m
25
-27~-15
+4a (-6a)
i16~28
fs1~11 js12~
t40 r12 BT
- Armor King, Eddy, and King
Kip-up to Cross Chop
FUFT.3+4
m
20
- Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu
Toe Kick (Light)
FUFT.d+3
L
4
-16
-3c
i13
fs1~10
r35
- Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina
- When it's said to be -3 on hit, this is with respect to the frame when the wake-up kicks can be done and when the attacker can guard. The cancel to while standing kicks can at the earliest be done at -11. Anything else can only be done starting at -18. Normally this doesn't matter because the back roll effectively resets to neutral anyway, but at the wall it's quite significant, as it means even if it hits it doesn't really get you up safely.
- Can recover crouching on it with D
Toe Kick (Medium)
FUFT.d+3
L
5
-18
-3c
i13
fs1~10
r37
- Bob, Bryan, Claudio, Devil Jin, Dragunov, Eddy, Feng, Gigas, Heihachi, Hwoarang, Jin, Josie, Julia, Kazuya, Kunimitsu, Law, Lee, Lei, Leo, Lucky Chloe, Master Raven, Miguel, Negan, Paul, Shaheen, Steve, and Yoshimitsu
- See FUFT.d+3 (Light)
- Can recover crouching on it with D
Toe Kick (Heavy)
FUFT.d+3
L
6
-20
-3c
i13
fs1~10
r39
- Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis
- See FUFT.d+3 (Light)
- Can recover crouching on it with D
Front Roll Cross Chop
FUFT.f,1+2
m
15
+2~+7
+2a (-8)
i19~24
fs1~18 js19~29 fs30~58
r43
FDFT.3
L
7
- Clean hit +28a
- Combo on counter hit not possible for many characters
- Grounded on frames 1~5
FDFT.4
m
10
-14
-5
+17a (+7a)
i19
cs1~5
r33
- Clean hit +17a (+7a)
- Wall break on counter or clean hit
- Grounded on frames 1~5
FDFA.4
m
10
-19
-10
+12a (+2a)
i26
cs1~5
r38
- Clean hit +12a (+2a)
- Wall break on counter or clean hit
- Grounded on frames 1~5
Jump
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jump.2
M
12
-23~-21
-12c~-10c
i11~13
js9~
t53 r40
- Although in-game frame-data says i11~13, move always hits at the end of a jump
- Same as:
- (Late Jump).2
- Landing.2
(Late Jump).2
M
12
-23~-21
-12c~-10c
i11~13
js9~
t53 r40
- Same as:
- Jump.2
- Landing.2
Landing.2
M
12
-23~-21
-12c~-10c
i11~13
js9~
t53 r40
- Same as:
- (Late Jump).2
- Landing.2
WR
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Running Trample/Stomp
WR.OTG.F
L
10
+6
+13a (+21)
i12
t55 r43
Run at opponent from reasonable distance while they are downed
Running Dive
WR.1+2
M
24
+0g~+18g
-14a (-23)
i18~36
js20~34 fs35~69
t77 r41
- From max distance
Throws
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Tackle
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Ultimate Tackle
db+1+2
t
5
-5
+3d
i26
t59 r33
- Alternate input:
- FC.1+2
- FC.db+1+2
- Works on standing and crouching opponent
- Throw break 2 in 4f window
- Turns both players <90° counter clockwise and r BT on break
- Reverse tackle with 1+2 in 2f window before takedown
- Tackle moves available before recovery
- Opponent recovers in FUFT
Running Tackle
WR.F
t
5
-5
-23d
i16
- Before max distance
- Same as Ultimate Tackle
Ultimate Punch
Tackle.2,1,2,1
5,5,5,15
+0
+0d
- Alternate input:
- any combination of 1 and 2 up to four hits
- only Tackle.2 is +5d on hit
- Block:
- only 1st and 4th hits can be blocked
- 1 to defend left side (against right punch)
- 2 to defend right side (against left punch)
- inputs are reversed for tackle from behind
BT
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
BT.d+1_2_1+2
s
18
-2
+9
i10
cs1~
t31 r21 FC
Alternate Input: BT.db+1_2_1+2, BT.df+1_2_1+2
BT.d+3_4_3+4
l
12
-11
+3
i10
cs1~
t37 r27 FC
Alternate Input: BT.db+3_4_3+4, BT.df+3_4_3+4
BT.uf+3
m
25
-12
+19a (+9)
i9
js2~24 fs25~27
t40 r31
- It takes 8 frames to jump, so the attack is i17
- Alternate Input: ub+3, u+3
BT.ub+4
m
18
-12
-1
i9
js1~24 fs25~27
t40 r31
It takes 8 frames to jump, so the attack is i17
BT.u+4
m
18
-12
+19a (+9)
i9
js1~24 fs25~27
t40 r31
- It takes 8 frames to jump, so the attack is i17
Back Turned Hopkick
BT.uf+4
m
18
-12
+33a (+23)
i9
js1~24 fs25~27
t40 r31
It takes 8 frames to jump, so the attack is i17