Difference between pages "Pocket Fighter" and "Pocket Fighter/Chun-Li"

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<div style="display: flex; flex-wrap: wrap-reverse; flex-direction: row">
 
<div style="display: flex; flex-wrap: wrap-reverse; flex-direction: row">
 
   <div style="display: flex; flex-direction: column; flex:9; padding: 1em">
 
   <div style="display: flex; flex-direction: column; flex:9; padding: 1em">
 +
= Overview =
 +
[[File:Pf-chun-li-art3.jpg|thumb|Chun-Li exiting your cringe pressure]]
  
Pocket Fighter AKA Super Gem Fighter: Mini Mix
+
== Combos ==
 +
{| class="wikitable PFtable" style="text-align:left; border-collapse:collapse"
 +
! rowspan="100" style="text-align:center; border: 0; width: 180px"| <div style="margin-right: -20px">[[File:Pf-chun-li2.gif]]</div><div style="font-size:0.75em;background: #fff;border-radius: 5px;border: 1px solid #a2a9b1; width: 136px; margin: auto;">ハッ!シッ!ファイヤ!
  
1997 Capcom
+
ハッ!シッ!ファイヤ!
  
Pages being reworked. Please check back later, or attempt to make sense of this mess.
+
発射!</div>
 
+
! style="font-size:0.75em; border: 0; max-width: 10%" | Application
= Competitive Footage =
+
! style="font-size:0.75em; border: 0; max-width: 40%; min-width: 400px" | Notation
 
+
! style="font-size:0.75em; border: 0; max-width: 5%" | Damage*
<span class="outbound">[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]</span>
+
! style="font-size:0.75em; border: 0; width: 40%; max-width: 400px" | Notes
 
+
! style="font-size:0.75em; border: 0; max-width: 5%" | Demo
<span class="outbound">[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]</span>
+
! rowspan="100" style="font-size:0.75em; border: 0;" |
 
+
|-
<span class="outbound">[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]</span>
+
| Low Poke
 
+
| <big>'''[[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]] xx [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-s.png|link=|bottom|S]]'''</big>
<span class="outbound">[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]</span>
+
| style="text-align: center" | ??
 
+
| style="font-size:0.75em" | Works with other supers but you have to be closer.
= Characters =
+
| style="text-align: center" | <span class="outbound">-</span>
<div>
+
|-
<div>
+
| Low Confirm
<div style="display: inline-block; text-align: center">[[File:Pf-gouki-sel.png|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=5}}</div>
+
| <big>'''[[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]] ・ [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]] xx [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-s.png|link=|bottom|S]]'''</big>
<div style="display: inline-block; text-align: center">[[File:Pf-ryu-sel.png|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=5}}</div>
+
| style="text-align: center" | ??
<div style="display: inline-block; text-align: center">[[File:Pf-ken-sel.png|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=5}}</div>
+
| style="font-size:0.75em" | Works with [[#Rinkaishou|Rinkaishou]] too.
<div style="display: inline-block; text-align: center">[[File:Pf-dan-sel.png|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=5}}</div>
+
| style="text-align: center" | <span class="outbound">-</span>
</div>
+
|-
<div>
+
| Poke
<div style="display: inline-block; text-align: center">[[File:Pf-chun-li-sel.png|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=70}}</div>
+
| <big>'''[[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] ・ [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]]'''</big>
<div style="display: inline-block; text-align: center">[[File:Pf-sakura-sel.png|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=5}}</div>
+
| style="text-align: center" | ??
<div style="display: inline-block; text-align: center">[[File:Pf-morrigan-sel.png|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=5}}</div>
+
| style="font-size:0.75em" | Your favorite combo. Makes a lot of gems. If you hold '''back''' during [[#Jill_Combo_B|Baiodan]], you can prevent [[#Jill_Combo_C|Baioshou]] from misfiring.
<div style="display: inline-block; text-align: center">[[File:Pf-lei-lei-sel.png|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}</div>
+
| style="text-align: center" | <span class="outbound">-</span>
</div>
+
|-
<div>
+
| Poke
<div style="display: inline-block; text-align: center">[[File:Pf-felicia-sel.png|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=5}}</div>
+
| <big>'''[[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] ・ [[File:Dir-1.png|link=|bottom|1]] + [[File:Pf-k.png|link=|bottom|K]] xx [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-s.png|link=|bottom|S]]'''</big>
<div style="display: inline-block; text-align: center">[[File:Pf-tabasa-sel.png|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=10}}</div>
+
| style="text-align: center" | ??
<div style="display: inline-block; text-align: center">[[File:Pf-zangief-sel.png|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=5}}</div>
+
| style="font-size:0.75em" | When you have the meter, go for Super. Use '''down back''' instead of '''down''' to avoid the embarassment of an impulsive [[#Confession_Combo_B|Shishunsou]].
<div style="display: inline-block; text-align: center">[[File:Pf-ibuki-sel.png|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=5}}</div>
+
| style="text-align: center" | <span class="outbound">-</span>
</div>
 
</div>
 
 
 
= How to Play =
 
 
 
== Controls ==
 
 
 
<div class="PF-how-to">
 
=== Buttons ===
 
 
 
<div class="PF-row">
 
<div class="PF-containerB">
 
[[File:Pf-how-to-play.png]]
 
 
 
{| class="wikitable"
 
| style="text-align:center" | [[File:Pf-p.png|P|link=]]  
 
Punch
 
| style="font-size: 0.85em" | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).
 
 
|-  
 
|-  
| style="text-align:center" | [[File:Pf-k.png|K|link=]]  
+
| Setup Starter?
Kick
+
| <big>'''[[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Dir-4.png|link=|bottom|4]] + [[File:Pf-p.png|link=|bottom|P]] ・ [[File:Pf-rk.png|link=|bottom|K(x5)]]'''</big>
| style="font-size: 0.85em" | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).
+
| style="text-align: center" | ??
 +
| style="font-size:0.75em" | Reliable combo into [[#Hyakuretsukyaku|Hyakuretsukyaku]] but leaves you pretty far. I'm not sure if you can get anything good after this. Corner Item Ball mixups? Taunt into Ice?
 +
| style="text-align: center" | <span class="outbound">-</span>
 
|-  
 
|-  
| style="text-align:center" | [[File:Pf-s.png|S|link=]]  
+
| Random Confirm
Special
+
| <big>'''</big><small>(LV.3)</small><big> [[File:Pf-rk.png|link=|bottom|K(x5)]] ・ [[File:Pf-bubble-ice.png|link=|bottom|Ice|24px]] ・ [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]] xx [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]'''</big>
| style="font-size: 0.85em" | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).
+
| style="text-align: center" | ??
 +
| style="font-size:0.75em" | Good to know. Probably not optimized. If you could combo into [[#Hyakuretsukyaku|Hyakuretsukyaku]] without getting pushed too far you can link into Item Ball.
 +
| style="text-align: center" | <span class="outbound">-</span>
 
|-  
 
|-  
| style="text-align:center" | [[File:Pf-start.png|Taunt|link=]]
+
! colspan="5" style="font-size:0.75em; text-align: center; border: 0;" | '''Key:''' (<big>'''・'''</big>) = Link / (<big>'''>'''</big>) = Gatling / (<big>'''xx'''</big>) = Cancel <nowiki>|</nowiki> (*All damage values vs. Lei-Lei)
Taunt
 
| style="font-size: 0.85em" | Taunt and cycle to the next item in your inventory. This was the Start button in AC.
 
 
|}
 
|}
</div>
 
</div>
 
  
=== Universal Commands ===
+
  </div>
 
+
  <div class="PFsidebar" style="display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em">
<div class="PF-row">
+
    <div style="display:flex;flex-direction: column; margin: 5px;">[[File:Pf-chun-li-move.png|center|280px]]</div>
<div class="PF-containerA">
+
    <div class="PFportrait" style="display:flex; overflow-x:hidden; justify-content: center; border: 1px solid #a2a9b1; border-radius: 5px; margin: 5px; position: relative">
<div class="PF-info-header">
+
      <div style="position:relative; z-index: 1; position: absolute; bottom: 0">[[File:Pf-chun-li-hd1.png|none|280px]]</div>
==== Throw ====
+
      <div class="PFbg" style="position:relative; z-index: -1">[[File:Pf-stg-safuriru.gif|none|]]</div>
 +
    </div>
 +
    <div style="display:flex;flex-direction: column; margin: 5px;">__TOC__</div>
 +
  </div>
 
</div>
 
</div>
  
<div class="PF-info-text">
+
= Frame Data=
When near your opponent, if you press the '''Punch''' and '''Kick''' buttons simultaneously you'll be able to grab and throw them. You can even do it in the '''Air'''!
+
== Normals ==
 +
{{MoveData
 +
|input = [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput =
 +
|notation = 5P
 +
|name = 顎狙突拳
 +
|kana = がくそとつけん
 +
|romaji= Gakusototsuken
 +
|altname = 5P
 +
|image = [[File:Pf-chun-li-5p.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5p-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 6
 +
|active = 4
 +
|recovery = 16
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
[<span class="mw-customtoggle-throw" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-throw" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
 
# Damage reduction on throw tech (SFII style)
 
# Tech window starts after a throw connects
 
# Same frame throws favor P2
 
# Big hitboxes, can outrange some small normals which are common in this game
 
# Many moves have throw invul. ('''Ex'''clusion: '''Guard Crush''', '''Throw''')
 
# Can mash normals to avoid throws
 
# Can throw with negative edge
 
# Throw comes out during crouch
 
# Command throws are considered special moves
 
# All throws set the opponent's stun meter to 0
 
</div>
 
</div>
 
  
<div class="PF-info-box">
+
{{MoveData
<small>'''(Near opponent)'''</small>
+
|input = [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = 5K
 +
|name = 上段蹴
 +
|kana = じょうだんしゅう
 +
|romaji= Joudanshuu
 +
|altname = 5K
 +
|image = [[File:Pf-chun-li-5k.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5k-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 8
 +
|active = 4
 +
|recovery = 19
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<small>'''(Air OK)'''</small>
 
  
<big>'''[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]'''</big>
+
== Guard Crush ==
  
<small>''Throw''</small>
+
{{MoveData
</div>
+
|input = [[File:Pf-s.png|link=|bottom|S]]
 +
|altinput =
 +
|notation = 5S
 +
|name = 援杖撃
 +
|kana = えんじょうげき
 +
|romaji = Enjougeki
 +
|altname = 5S
 +
|image = [[File:Pf-chun-li-5s.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5s-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 42~102
 +
|active = 4
 +
|recovery = 23
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-box">
 
<small>'''(Near opponent)'''</small>
 
  
<big>'''[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]'''</big>
+
{{MoveData
 +
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]
 +
|altinput =
 +
|notation = 2K
 +
|name = 炎蛍打
 +
|kana = ほっけいだ
 +
|romaji= Hokkeida
 +
|altname = 2K
 +
|image = [[File:Pf-chun-li-2s.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-2s-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 42~102
 +
|active = 2
 +
|recovery = 29
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<big>'''[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]'''</big>
 
  
<small>''Command Throw''</small>
+
{{MoveData
</div>
+
|input = [[File:Dir-6.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]
 +
|altinput =
 +
|notation = 6K
 +
|name = 煤雄炎
 +
|kana = ばいおえん
 +
|romaji= Baioen
 +
|altname = 6S
 +
|image = [[File:Pf-chun-li-6s.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-6s-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-6s-b.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-6s-b-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 37~97
 +
|active = 1 + 3
 +
|recovery = 22
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-art">
 
[[File:Pf-art-throw.png|link=|141px]]
 
</div>
 
</div>
 
  
<div class="PF-containerA">
+
== Air Normals ==
<div class="PF-info-header">
 
  
==== Dash / Run ====
+
{{MoveData
</div>
+
|input = [[File:Pf-jp.png|link=|bottom|j.P]]
 +
|altinput =
 +
|notation = j.P
 +
|name = 鶴嘴拳
 +
|kana = かくしけん
 +
|romaji= Kakushiken
 +
|altname = j.P
 +
|image = [[File:Pf-chun-li-jp.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-jp-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''High'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 7
 +
|active = 3
 +
|recovery = -
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-text">
 
Cover a set distance much faster than walking by performing a '''Dash'''. If you continue to hold forward after a dash, you'll transition into a '''Run'''. On top of all that, you can perform a special '''Dash Attack''' during either '''Forward Dash''' or a '''Run'''.
 
  
[<span class="mw-customtoggle-dash" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
+
{{MoveData
<div id="mw-customcollapsible-dash" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
+
|input = [[File:Pf-jk.png|link=|bottom|j.K]]
# Back Dash has no invul. frames
+
|altinput =
# Back Dash is cancellable ('''Guard Crush Counter''', '''Taunt''')
+
|notation = j.K
# Forward Dash & Run are cancellable (Exclusions: '''5P''', '''5K''', '''Mega Crush''', '''Item Ball''', '''Block''')
+
|name = 鷹翔脚
# Dashes cannot be cancelled by movement
+
|kana = ようしょうきゃく
# Run is cancellable by movement but needs recovery anim. before blocking
+
|romaji = Youshoukyaku
# Run will autostop with contact of opponent or wall
+
|altname = j.K
</div>
+
|image = [[File:Pf-chun-li-jk.png|bottom|372px]]
</div>
+
|hitbox = [[File:Pf-chun-li-jk-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''High'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 8
 +
|active = 3
 +
|recovery = -
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-box">
 
<small>'''(On the ground)'''</small>
 
  
<big>'''[[File:Dir-6.png|link=|6]] [[File:Dir-6.png|link=|6]] or [[File:Dir-4.png|link=|4]] [[File:Dir-4.png|link=|4]]'''</big>
+
{{MoveData
 +
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-jk.png|link=|bottom|j.K]]
 +
|altinput =
 +
|notation = j.2K
 +
|name = 鷹爪脚
 +
|kana = ようそうきゃく
 +
|romaji= Yousoukyaku
 +
|altname = j.2K
 +
|image = [[File:Pf-chun-li-j2k.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-j2k-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''High'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 6
 +
|active = 2
 +
|recovery = -
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<small>''Dash and Backdash''</small>
 
</div>
 
  
<div class="PF-info-box">
+
== Dash Attacks ==
<small>'''(On the ground)'''</small>
 
  
<big>'''[[File:Dir-6.png|link=|6]] <nowiki>[</nowiki>[[File:Dir-6.png|link=|6]]<nowiki>]</nowiki>'''</big>
+
{{MoveData
 +
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput =
 +
|notation = 66P
 +
|name = 虚蹴倒
 +
|kana = こしゅうとう
 +
|romaji= Koshuutou
 +
|altname = Dash Punch
 +
|image = [[File:Pf-chun-li-66p.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-66p-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Low'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 22
 +
|active = 3
 +
|recovery = 28
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<small>''Run''</small>
 
</div>
 
  
<div class="PF-info-box">
+
{{MoveData
<small>'''(During Dash or Run)'''</small>
+
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = 66K
 +
|name = 援踊襲
 +
|kana = えんようしゅう
 +
|romaji= Enyoushuu
 +
|altname = Dash Kick
 +
|image = [[File:Pf-chun-li-66k.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-66k-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''High'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 18
 +
|active = 9
 +
|recovery = 24
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<big>'''[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]'''</big>
 
  
<small>''Dash Attack''</small>
+
== Throws ==
</div>
 
  
<div class="PF-info-art">
+
{{MoveData
[[File:Pf-art-dash.png|link=|217px]]
+
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]
</div>
+
|altinput =
</div>
+
|notation = P + K
 +
|name = 虎襲倒
 +
|kana = こしゅうとう
 +
|romaji= Koshuutou
 +
|altname = Throw
 +
|image = [[File:Pf-chun-li-throw.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-throw-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Throw'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 10
 +
|active = 1
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
</div>
 
  
<div class="PF-row">
+
{{MoveData
 +
|input = [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]
 +
|altinput =
 +
|notation = j.P + j.K
 +
|name = 踏落倒
 +
|kana = とうらくとう
 +
|romaji= Tourakutou
 +
|altname = Air Throw
 +
|image = [[File:Pf-chun-li-airthrow.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-airthrow-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Throw'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 8
 +
|active = 1
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-containerA">
 
<div class="PF-info-header">
 
  
==== Roll ====
+
{{MoveData
</div>
+
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = 41236 + P + K
 +
|name = 思春想
 +
|kana = ししゅんそう
 +
|romaji= Shishunsou
 +
|altname = Shishunsou
 +
|image = [[File:Pf-chun-li-throw-41236.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-throw-41236-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Throw'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 49~81
 +
|active = 1
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Chargeable'''
 +
}}
 +
}}
  
<div class="PF-info-text">
 
After you fall to the ground from an unrecovered '''Launch''' or a '''Juggle''', you'll land on your back '''Knocked Down'''. To disrupt your opponent's offense, you have the option of moving '''left''' or '''right''' by '''Rolling''' before you get up. Each button travels a different length.
 
  
[<span class="mw-customtoggle-roll" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
+
{{MoveData
<div id="mw-customcollapsible-roll" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
+
|input = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]
# You can Roll past your opponent to <span class="outbound">[https://glossary.infil.net/?t=Side%20Switch switch sides]</span> with them
+
|altinput =
# Rolling increases the amount of time you are knocked down, making Pursuit Attacks more likely to combo
+
|notation = 63214 + P + K
# Since you're moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)
+
|name = 星光魚
# Sakura '''must''' Roll in order to block on wake up
+
|kana = せいこうぎょ
</div>
+
|romaji= Seikougyo
</div>
+
|altname = Seikougyo
 +
|image = [[File:Pf-chun-li-throw-63214.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-throw-63214-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Throw'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 9
 +
|active = 1
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-box">
 
<small>'''(Knocked Down)'''</small>
 
  
<big>'''[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]'''</big>
+
== Command Normals ==
  
<big>'''[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]'''</big>
+
{{MoveData
 +
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput =
 +
|notation = 2P
 +
|name = 毒蛇突
 +
|kana = どくじゃとつ
 +
|romaji= Dokujatotsu
 +
|altname = 2P
 +
|image = [[File:Pf-chun-li-2p.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-2p-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Low'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 5
 +
|active = 4
 +
|recovery = 6
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<small>''Roll 1''</small>
 
  
</div>
+
{{MoveData
 +
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = 2K
 +
|name = 前掃旋腿
 +
|kana = ぜんそうせんたい
 +
|romaji= Zensousentai
 +
|altname = 2K
 +
|image = [[File:Pf-chun-li-2k.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-2k-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Low'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 8
 +
|active = 2
 +
|recovery = 11
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-box">
 
<small>'''(Knocked Down)'''</small>
 
  
<big>'''[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]'''</big>
+
{{MoveData
 +
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput =
 +
|notation = 3P
 +
|name = 天空脚
 +
|kana = てんくうきゃく
 +
|romaji= Tenkuukyaku
 +
|altname = 3P
 +
|image = [[File:Pf-chun-li-3p.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-3p-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-3p.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-3p-b-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 10
 +
|active = 2 + 2
 +
|recovery = 25
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<big>'''[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]'''</big>
 
  
<small>''Roll 2''</small>
+
{{MoveData
</div>
+
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = 3K
 +
|name = 元伝暗殺蹴
 +
|kana = げんでんあんさつしゅう
 +
|romaji= Genden Ansatsushuu
 +
|altname = 3K
 +
|image = [[File:Pf-chun-li-3k.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-3k-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Low'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 10
 +
|active = 3
 +
|recovery = 26
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-box">
 
<small>'''(Knocked Down)'''</small>
 
  
<big>'''[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]'''</big>
+
{{MoveData
 +
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = 6K
 +
|name = 中段蹴
 +
|kana = ちゅうだんしゅう
 +
|romaji= Chuudanshuu
 +
|altname = 6K
 +
|image = [[File:Pf-chun-li-6k.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-6k-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 12
 +
|active = 4
 +
|recovery = 19
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<big>'''[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]'''</big>
+
== Flash Combo ==
  
<small>''Roll 3''</small>
+
{{MoveData
</div>
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput =
 +
|notation = P > P
 +
|name = 煤雄斬
 +
|kana = ばいおざん
 +
|romaji= Baiozan
 +
|altname = Jill Combo A
 +
|image = [[File:Pf-chun-li-5pp.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5pp-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 15
 +
|active = 4
 +
|recovery = 23
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
<div class="PF-info-art">
 
[[File:Pf-art-roll.png|link=|100px]]
 
</div>
 
</div>
 
  
<div class="PF-containerA">
+
{{MoveData
<div class="PF-info-header">
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput =
 +
|notation = P > P > P
 +
|name = 煤雄弾
 +
|kana = ばいおだん
 +
|romaji= Baiodan
 +
|altname = Jill Combo B
 +
|image = [[File:Pf-chun-li-5ppp.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5ppp-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 19
 +
|active = 4 (4) 4 (4) 4
 +
|recovery = 13
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
* 3 Hits
 +
}}
 +
}}
  
==== Air Recovery ====
 
</div>
 
  
<div class="PF-info-text">
+
{{MoveData
After you get '''Thrown''' into the air or otherwise '''Launched''' by various different methods, you can take control of the situation and adjust your flight path by performing an '''Air Recovery'''. After flipping yourself upright again by pressing '''Punch''' and '''Kick''' in the air, you'll be able to move '''left''' or '''right''' again and start a counter attack in mid-air. However, '''you can't alter the direction of the flip itself'''. Lastly, as a result of a successful '''Air Recovery''', you'll land back on your feet instead of '''Knocked down'''.
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-p.png|link=|bottom|P]]
 +
|notation = P > P > P > P
 +
|name = 煤雄衝
 +
|kana = ばいおしょう
 +
|romaji= Baioshou
 +
|altname = Jill Combo C
 +
|image = [[File:Pf-chun-li-5pppp.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5pppp-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = 23
 +
|active = 4
 +
|recovery = 30
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
[<span class="mw-customtoggle-ukemi" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-ukemi" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
 
# Air Recovery is only possible during a '''Launch''' state. See: [[#Launch]], [[#Juggle]]
 
# No input leniency. P + K must be pressed on the same frame.
 
# Can be performed with <span class="outbound">[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]</span> (No leniency here either)
 
# After an Air Recovery you have the same movement options as a [[#Super_Jump]]
 
# There is a recovery animation after the flip which is cancellable by special moves
 
</div>
 
</div>
 
  
<div class="PF-info-box">
+
{{MoveData
<small>'''(When launched)'''</small>
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = P > P > K
 +
|name = 早春波
 +
|kana = そうしゅんは
 +
|romaji= Soushunha
 +
|altname = Confession Combo A
 +
|image = [[File:Pf-chun-li-5ppk.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5ppk-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
<big>'''[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]'''</big>
 
  
<small>''Air Recovery''</small>
+
{{MoveData
</div>
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]]
 +
|notation = P > P > K > K
 +
|name = 思春想
 +
|kana = ししゅんそう
 +
|romaji= Shishunsou
 +
|altname = Confession Combo B
 +
|image = [[File:Pf-chun-li-5ppkk.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5ppkk-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Throw'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Chargeable'''
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
<div class="PF-info-art">
 
[[File:Pf-art-ukemi.png|link=|132px]]
 
</div>
 
</div>
 
  
 +
{{MoveData
 +
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = P > K
 +
|name = 垂直打
 +
|kana = すいちょくだ
 +
|romaji= Suichokuda
 +
|altname = June Combo A
 +
|image = [[File:Pf-chun-li-5pk.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5pk-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
</div>
 
  
<div class="PF-row">
 
  
<div class="PF-containerA">
+
{{MoveData
<div class="PF-info-header">
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =  
 +
|notation = P > K > K
 +
|name = 鈴鳴拳
 +
|kana = りんめいけん
 +
|romaji= Rinmeiken
 +
|altname = June Combo B
 +
|image = [[File:Pf-chun-li-5pkk.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5pkk-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
==== Easy Reversal ====
 
</div>
 
  
<div class="PF-info-text">
+
{{MoveData
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get '''Knocked Down'''. Just mash the '''Special''' button at least twice when your character is down, and a dedicated special move will come out on the first possible <span class="outbound">'''[https://glossary.infil.net/?t=Frame frame]'''</span> on <span class="outbound">'''[https://glossary.infil.net/?t=Wakeup wake up]'''</span>. It won't work if you used your '''Roll''' though.
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]]
 +
|notation = P > K > K > K
 +
|name = 星光魚
 +
|kana = せいこうぎょ
 +
|romaji= Seikougyo
 +
|altname = June Combo C
 +
|image = [[File:Pf-chun-li-5pkkk.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5pkkk-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
[<span class="mw-customtoggle-reversal" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-reversal" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
 
# Each character's Easy Reversal move is the same as one of their Special Moves, except for Tessa's which is visually different and ignores gem level. Not sure what other changes there are.
 
# These moves don't necessarily have invulnerability frames
 
</div>
 
</div>
 
  
<div class="PF-info-box">
+
{{MoveData
<small>'''(Knocked Down)'''</small>
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput =
 +
|notation = P > K > P
 +
|name = 援踊脚
 +
|kana = えんようきゃく
 +
|romaji= Enyoukyaku
 +
|altname = Cheer Combo A
 +
|image = [[File:Pf-chun-li-5pkp-a.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5pkp-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-5pkp-b.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-5pkp-b-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''High'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
* 2 Hits
 +
}}
 +
}}
  
<big>'''[[File:Pf-rs.png|link=|S (x2)]]'''</big>
 
  
<small>''Easy Reversal''</small>
+
{{MoveData
</div>
+
|input = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput = [[File:Pf-p.png|link=|bottom|P]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-k.png|link=|bottom|K]] > [[File:Pf-p.png|link=|bottom|P]]
 +
|notation = P > K > P > P
 +
|name = 援杖撃
 +
|kana = えんじょうげき
 +
|romaji= Enjougeki
 +
|altname = Cheer Combo B
 +
|image = [[File:Pf-chun-li-5pkpp.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-5pkpp-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Chargeable'''
 +
}}
 +
}}
  
<div class="PF-info-art">
 
[[File:Pf-art-reversal.png|link=|80px]]
 
</div>
 
</div>
 
  
<div class="PF-containerA">
+
== Specials ==
<div class="PF-info-header">
 
  
==== Super Jump ====
 
</div>
 
  
<div class="PF-info-text">
+
{{MoveData
If you tap any '''down''' direction before an '''up''' direction, you can pull off a '''Super Jump'''. Compared to a regular jump, you'll jump much higher and be able to affect your trajectory much more freely by moving left or right as you fall. Soar to marvelous new heights and gain access to new vectors of attack and escape routes.
+
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput =
 +
|notation = 41236 + P
 +
|name = 気功拳
 +
|kana = きこうけん
 +
|romaji= Kikouken
 +
|altname = Kikouken
 +
|image = [[File:Pf-chun-li-kikouken.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-kikouken-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Projectile'''
 +
}}
 +
}}
  
[<span class="mw-customtoggle-superjump" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-superjump" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
 
# Super Jumps tend to have 7F of prejump before they're considered Airborne
 
# If you have a 360 command throw it will be 9F, or 12F for Zangief
 
</div>
 
</div>
 
  
<div class="PF-info-box">
+
{{MoveData
<small>'''(On the ground)'''</small>
+
|input = [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput = [[File:Pf-rs.png|link=|bottom|S(x2)]]
 +
|notation = 623 + K
 +
|name = 飛翔脚
 +
|kana = ひしょうきゃく
 +
|romaji= Hishoukyaku
 +
|altname = Hishoukyaku
 +
|image = [[File:Pf-chun-li-hishoukyaku-a.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-hishoukyaku-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-hishoukyaku-b.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-hishoukyaku-b-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
<big>'''[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]</big>
 
  
<small>''Super Jump''</small>
+
{{MoveData
</div>
+
|input = [[File:Pf-rk.png|link=|bottom|K(x5)]]
 +
|altinput =
 +
|notation = K(x5)
 +
|name = 百裂脚
 +
|kana = ひゃくれつきゃく
 +
|romaji= Hyakuretsukyaku
 +
|altname = Hyakuretsukyaku
 +
|image = [[File:Pf-chun-li-hyakuretsukyaku-a.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-hyakuretsukyaku-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-hyakuretsukyaku-b.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-hyakuretsukyaku-b-hb.png|bottom|372px]]
 +
|image3 = [[File:Pf-chun-li-hyakuretsukyaku-c.png|bottom|372px]]
 +
|hitbox3 = [[File:Pf-chun-li-hyakuretsukyaku-c-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-art">
 
[[File:Pf-art-jump.png|link=|120px]]
 
</div>
 
</div>
 
  
</div>
+
{{MoveData
 +
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-k.png|link=|bottom|K]]
 +
|altinput =
 +
|notation = 41236 + K
 +
|name = Spinning Bird Kick
 +
|kana = スピニングバードキック
 +
|romaji= スピニングバードキック
 +
|altname = Spinning Bird Kick
 +
|image = [[File:Pf-chun-li-sbk-a.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-sbk-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-sbk-b.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-sbk-b-hb.png|bottom|372px]]
 +
|image3 = [[File:Pf-chun-li-sbk-c.png|bottom|372px]]
 +
|hitbox3 = [[File:Pf-chun-li-sbk-c-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
<div class="PF-row">
+
== Mighty Combo ==
  
<div class="PF-containerA">
 
<div class="PF-info-header">
 
  
==== Pursuit Attack ====
+
{{MoveData
</div>
+
|input = [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput = [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-s.png|link=|bottom|S]]
 +
|notation = 236236 + P
 +
|name = 気功掌
 +
|kana = きこうしょう
 +
|romaji= Kikoushou
 +
|altname = Kikoushou
 +
|image = [[File:Pf-chun-li-kikoushou-a.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-kikoushou-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-kikoushou-b.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-kikoushou-b-hb.png|bottom|372px]]
 +
|image3 = [[File:Pf-chun-li-kikoushou-c.png|bottom|372px]]
 +
|hitbox3 = [[File:Pf-chun-li-kikoushou-c-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Projectile'''
 +
}}
 +
}}
  
<div class="PF-info-text">
 
After you '''Throw''' or '''Launch''' your opponent by various means, they'll enter a '''Knockdown''' state. Input this as soon as they hit the ground and you'll be able take advantage before they wake up, vampire style, by utilizing your '''Pursuit Attack'''!
 
  
[<span class="mw-customtoggle-pursuit" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
+
{{MoveData
<div id="mw-customcollapsible-pursuit" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
+
|input = [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-23.png|link=|bottom|23]] + [[File:Pf-k.png|link=|bottom|K]]
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills
+
|altinput = [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]
# Does not work when the opponent is <span class="outbound">[https://glossary.infil.net/?t=Stun Dizzy]</span>
+
|notation = 23623 + K
# Certain moves will put the opponent into a '''Knockdown''' state in mid-air, making Pursuit possible before they hit the ground
+
|name = 覇山飛翔脚
</div>
+
|kana = はざんひしょうきゃく
</div>
+
|romaji= Hazan Hishoukyaku
 +
|altname = Hazan Hishoukyaku
 +
|image = [[File:Pf-chun-li-hazan-hishoukyaku-a.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-hazan-hishoukyaku-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-hazan-hishoukyaku-b.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-hazan-hishoukyaku-b-hb.png|bottom|372px]]
 +
|image3 = [[File:Pf-chun-li-hazan-hishoukyaku-c.png|bottom|372px]]
 +
|hitbox3 = [[File:Pf-chun-li-hazan-hishoukyaku-c-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =  
 +
* '''Moves Forward'''
 +
}}
 +
}}
  
<div class="PF-info-box">
 
<small>'''(On the ground)'''</small>
 
  
<small>'''(Opponent is Down)'''</small>
+
{{MoveData
 +
|input = [[File:Dir-63214.png|link=|bottom|63214]] [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-s.png|link=|bottom|S]]
 +
|notation = 632141236+ P
 +
|name = 輪海嘯
 +
|kana = りんかいしょう
 +
|romaji= Rinkaishou
 +
|altname = Rinkaishou
 +
|image = [[File:Pf-chun-li-rinkaishou-a.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-rinkaishou-a-hb.png|bottom|372px]]
 +
|image2 = [[File:Pf-chun-li-rinkaishou-b.png|bottom|372px]]
 +
|hitbox2 = [[File:Pf-chun-li-rinkaishou-b-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = Mid
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Projectile'''
 +
}}
 +
}}
  
<big>'''[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]</big>
 
  
<big>'''[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]'''</big>
+
== Other ==
  
<small>''Pursuit Attack''</small>
 
</div>
 
  
<div class="PF-info-art">
+
{{MoveData
[[File:Pf-art-pursuit.png|link=|166px]]
+
|input = [[File:Pf-start.png|link=|bottom|Taunt]]
</div>
+
|altinput =
</div>
+
|notation = Taunt
 +
|name = ゴメンネ!
 +
|kana = ごめんね
 +
|romaji= Gomen ne!
 +
|altname = Taunt
 +
|image = [[File:Pf-chun-li-taunt.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-taunt-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = 1
 +
|stun = 1
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
  
<div class="PF-containerA">
+
{{MoveData
<div class="PF-info-header">
+
|input = [[File:Dir-9.png|link=|bottom|9]]
 +
|altinput =
 +
|notation = 9
 +
|name = Wall Jump
 +
|kana = 三角跳び
 +
|romaji= 三角跳び
 +
|altname = Wall Jump
 +
|image = [[File:Pf-chun-li-walljump.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-walljump-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = -
 +
|damage = -
 +
|stun = -
 +
|meter = -
 +
|gems = -
 +
|startup = 1
 +
|active = -
 +
|recovery = 4
 +
|hit = -
 +
|block = -
 +
|effects=
 +
|notes =
 +
* '''Actions possible from Frame 5'''
 +
}}
 +
}}
  
==== Item Ball Toss / Item Ball Set ====
 
</div>
 
  
<div class="PF-info-text">
+
{{MoveData
Start the party by pulling out the '''Item Balls'''. You can hold backward to '''toss''' an '''Item Ball''' with an altered trajectory, or hold down to '''set''' it on the ground for a delayed reaction.
+
|input = [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-p.png|link=|bottom|P]]
 +
|altinput = [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-k.png|link=|bottom|K]]
 +
|notation = 8P
 +
|name = Pursuit Attack
 +
|kana = 追い討ち攻撃
 +
|romaji= 追い討ち攻撃
 +
|altname = Pursuit Attack
 +
|image = [[File:Pf-chun-li-pursuit.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-pursuit-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = -
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
* '''Moves Forward'''
 +
* '''Cross Up Potential'''
 +
}}
 +
}}
  
[<span class="mw-customtoggle-item" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-item" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
 
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)
 
# Can be performed with negative edge
 
# Can be <span class="outbound">[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]</span> into '''Special''', '''Super''', '''Guard Crush Counter''', and '''Taunt'''
 
# Items tend to cause '''[[#Juggle]]''' state instead of '''[[#Launch]]''' state on hit
 
# Items '''Tossed''' will bounce off of the wall on contact
 
# Items '''Set''' will stop at the wall on contact (must be touching the ground)
 
# Items '''Set''' on the ground can be pushed by both players
 
# Items '''Set''' on the ground can inflict damage to both players
 
</div>
 
</div>
 
  
<div class="PF-info-box">
+
{{MoveData
<small>'''(On the ground)'''</small>
+
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]
 +
|altinput =
 +
|notation = 6P
 +
|name = Guard Cancel
 +
|kana = ガードキャンセル
 +
|romaji= ガードキャンセル
 +
|altname = Guard Cancel
 +
|image = [[File:Pf-chun-li-gc.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-gc-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<small>'''(Item in inventory)'''</small>
 
  
<big>'''[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]'''</big>
+
{{MoveData
 +
|input = [[File:Dir-4.png|link=|bottom|4]] + [[File:Pf-s.png|link=|bottom|S]]
 +
|altinput =
 +
|notation = 4P
 +
|name = Guard Crush Counter
 +
|kana = ガードクラッシュ返し
 +
|romaji= ガードクラッシュ返し
 +
|altname = Guard Crush Counter
 +
|image = [[File:Pf-chun-li-counter.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-counter-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<big>'''[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]'''</big>
 
  
<small>''Item Ball Toss''</small>
+
{{MoveData
</div>
+
|input =  [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]
 +
|altinput =
 +
|notation = P+K+S
 +
|name = Mega Crush
 +
|kana = メガクラッシュ
 +
|romaji= メガクラッシュ
 +
|altname = Mega Crush
 +
|image = [[File:Pf-chun-li-mc.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-mc-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<div class="PF-info-box">
 
<small>'''(On the ground)'''</small>
 
  
<small>'''(Item in inventory)'''</small>
+
{{MoveData
 +
|input =  [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]] + [[File:Pf-js.png|link=|bottom|j.S]]
 +
|altinput =
 +
|notation = P+K+S
 +
|name = Counter Crush
 +
|kana = カウンタークラッシュ
 +
|romaji= カウンタークラッシュ
 +
|altname = Counter Crush
 +
|image = [[File:Pf-chun-li-cc.png|bottom|372px]]
 +
|hitbox = [[File:Pf-chun-li-cc-hb.png|bottom|372px]]
 +
|data = {{PFData
 +
|guard = '''Crush'''
 +
|damage = ??
 +
|stun = ??
 +
|meter = ??
 +
|gems = ??
 +
|startup = ??
 +
|active = ??
 +
|recovery = ??
 +
|hit = ??
 +
|block = ??
 +
|effects=
 +
|notes =
 +
}}
 +
}}
  
<big>'''[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]'''</big>
 
  
<big>'''[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]'''</big>
+
<div style="display:none">
 
+
{{MoveData
<big>'''[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]'''</big>
+
|input = [[File:Pf-p.png|link=|bottom|P]] [[File:Pf-k.png|link=|bottom|K]] [[File:Pf-s.png|link=|bottom|S]] [[File:Pf-rp.png|link=|bottom|P(xN)]] [[File:Pf-jk.png|link=|bottom|j.K]] [[File:Pf-start.png|link=|bottom|START]]
 
+
|altinput = [[File:Dir-2.png|link=|bottom|2]] [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-214.png|link=|bottom|214]] [[File:Dir-623.png|link=|bottom|623]] [[File:Dir-41236.png|link=|bottom|41236]] [[File:Dir-360.png|link=|bottom|360]] [[File:Dir-23.png|link=|bottom|23]] [[File:Dir-89.png|link=|bottom|89]]
<small>''Item Ball Set''</small>
+
|notation = 5P
</div>
+
|name = Big Name
 
+
|romaji= Small Name
<div class="PF-info-art">
+
|altname =  
[[File:Pf-art-item.png|link=|240px]]
+
|image = [[File:Pf-lei-lei-5p.png|bottom|372px]]
</div>
+
|hitbox = [[File:Pf-lei-lei-5p-hb.png|bottom|372px]]
</div>
+
|data = {{PFData
 
+
|guard = Mid
</div>
+
|damage = ??
 
+
|stun = ??
<div class="PF-row">
+
|meter = ??
 
+
|gems = ??
<div class="PF-containerA">
+
|startup = ??
<div class="PF-info-header">
+
|active = ??
 
+
|recovery = ??
==== Guard Cancel ====
+
|hit = ±0
</div>
+
|block = -1
 
+
|effects=
<div class="PF-info-text">
+
* Launch (Counter Hit)
Fuck you! Assert your alpha dominance and punish your opponent's block pressure by executing a '''Guard Cancel'''. With one level of '''Mighty Combo''' gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.
+
* Launch
 
+
* '''Juggle'''
[<span class="mw-customtoggle-counter" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
+
* '''Knockdown'''
<div id="mw-customcollapsible-counter" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
+
* Wall Bounce (Counter Hit)
# Unblockable
+
* Earth Orbit (Max Stun Counter Hit)
# Can KO the opponent
+
* Flatten
# Causes '''Launch''' on '''[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]''', making comboing vs '''Flash Combo''' pressure difficult
+
* '''Treasure Chest'''
</div>
+
|notes =
</div>
+
* '''Chargeable'''
 
+
* '''Projectile'''
<div class="PF-info-box">
+
* '''Untechable Throw'''
<small>'''(Mighty Combo LV.1+)'''</small>
+
* '''Moves Forward'''
 
+
* '''Must block before super flash'''
<small>'''(During "Block Stun")'''</small>
+
* Air Unblockable
 
+
* '''Cross Up Potential'''
<small>'''(After "Block Stop")'''</small>
+
* '''Normal Cancel'''
 
+
* '''Taunt Cancel'''
<small>'''(On the ground)'''</small>
+
* '''Special Cancel'''
 
+
* '''Super Cancel'''
<big>'''[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]'''</big>
+
* '''Projectile Invul.''' (Frame: ??~??)
 
+
* '''Strike Invul.''' (Frame: ??~??)
<small>''Guard Cancel''</small>
+
* Throw invul. (Frame: 2~??)
</div>
+
* 999 Hits
 
+
* Longer recovery animation on whiff
<div class="PF-info-art">
+
* Infinite Horizontal Reach
[[File:Pf-art-counter.png|link=|140px]]
+
}}
</div>
 
</div>
 
 
 
<div class="PF-containerA">
 
<div class="PF-info-header">
 
 
 
==== Mega Crush / Counter Crush ====
 
</div>
 
 
 
<div class="PF-info-text">
 
When you find yourself completely unable to find an opening for attack, or when you are '''Launched''' in the air and an '''Air Recovery''' just won't be enough, you can turn to your last resort and perform a '''Mega Crush''' (offensive) or a '''Counter Crush''' (evasive). In exchange for '''''all''''' of your '''Gems''' and '''Mighty Combo''' gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.
 
 
 
[<span class="mw-customtoggle-megacrush" style="color: #c90000; font-weight: bold; user-select: none;">Advanced Info</span>]
 
<div id="mw-customcollapsible-megacrush" class="PF-info-text-advanced mw-collapsible mw-collapsed" style="padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;">
 
# Might be exclusively for geniuses. Seems more useful than pandora though.
 
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sor of like chipping them out.
 
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.
 
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.
 
</div>
 
</div>
 
 
 
<div class="PF-info-box">
 
<small>'''(Mighty Combo LV.1+)'''</small>
 
 
 
<small>'''(Air OK)'''</small>
 
 
 
<big>'''[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]'''</big>
 
 
 
<small>''Mega Crush''</small>
 
</div>
 
 
 
<div class="PF-info-box">
 
<small>'''(Mighty Combo LV.1+)'''</small>
 
 
 
<small>'''(When launched)'''</small>
 
 
 
<big>'''[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]'''</big>
 
 
 
<small>''Counter Crush''</small>
 
</div>
 
 
 
<div class="PF-info-art">
 
[[File:Pf-art-mc.png|link=|120px]]
 
</div>
 
</div>
 
 
 
</div>
 
 
 
</div>
 
 
 
== Items ==
 
 
 
=== Gems ===
 
 
 
=== Item Balls ===
 
 
 
=== Food ===
 
 
 
=== Treasure Chests ===
 
 
 
=== Item Carriers ===
 
 
 
 
 
== Offense and Defense ==
 
 
 
=== Guard Crush ===
 
 
 
=== Flash Combo ===
 
 
 
=== Blocking ===
 
 
 
=== Anti Air ===
 
 
 
=== Throw Tech ===
 
 
 
=== Counter ===
 
 
 
= Gem God Tips for the Autistic (you) =
 
=== Turbo ===
 
* Slow = no frameskip (use for frame data)
 
* Normal = Skip every 16th frame (maybe best to play?)
 
* Fast = Skip every 8th frame (funniest mode, i like this one)
 
 
 
Using any speed faster than slow will cause you to drop 1F links and reversal windows if they occur on a frameskip, but more offensive strategies become viable at higher speeds due to reduced reaction windows. Most tournaments seem to use either Fast or Normal speeds
 
 
 
=== Gems ===
 
Hitting the opponent causes gems to fly out. Each gem colour corresponds to one of your special moves (shown at the bottom of the screen) and picking up enough of these will level up that particular special move, up to a maximum of 3. Higher level specials on average do more damage, have more hits and are in general more flashy however they can also come with greater recovery. At times the overall function of a special can significantly change based on level, so it is important to pay attention to and play around gems.
 
 
 
=== Bubble Kara Cancel ===
 
The bubble toss animation can be canceled before your opponent blocks or gets hit by it. A smart application of this would be to cancel into fireball to create an approach that controls almost the entire screen.
 
Could also be useful for oki
 
 
 
=== Air Recovery ===
 
Hold a direction after teching to move left or right. You can't actually affect the direction of the tech itself.
 
 
 
The distance you move after recovering depends on both your momentum and the direction you're holding. You can use this to escape further pressure by being unpredictable.
 
 
 
=== Dash ===
 
Forward dashes can become a run by holding forward longer. Backdashes have no special properties like invul or anything. You cannot block during the initial dash, but a full run can be cancelled into block, among many other actions.
 
 
 
=== Vampire Dash ===
 
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.
 
 
 
=== Prejump and landing ===
 
 
 
Everyone has 4 frames of throw invul during prejump but you're unable to block any attack, and I think there are some frames on landing where you are vulnerable too. It might be more or only if you land from a jumping attack, i haven't tested this yet.
 
 
 
=== Throw Invulnerability ===
 
Startup and active frames of most non grab moves have throw invulnerability. exceptions: gief spd has throw invul, [[File:Pf-s.png|Special]] unblockables are throwable for the entire animation.
 
 
 
=== Air Block ===
 
Block advantage against an air blocking opponent is not the same as with an opponent on the ground. Like Vampire Savior, moves blocked in the air may be punished more easily because of the shorter block stun (it's more like attacking or throwing cancels blockstun, since you can't do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.
 
 
 
It's not always a great idea to just air block everything though. Moves performed on the ground that leave the attacker grounded may usually have an air unblockable property. Chicken block sparingly. Also being predictable by always jumping expecting to block leaves you open to throws, but if you don't jump and they guess the airthrow you can quite easily antiair.
 
 
 
=== Throw Tech and 2p Advantage ===
 
Apparently a quirk with many cps2 games, player 2 will have the advantage in all simultaneous throw situations. Throw teching is in the game, and in most cases works like ST where you take reduced damage and recover normally, but the timing is a little weird. It's sorta like you do it right after you've been grabbed I think. When you get it it says "Tech Bonus" in big letters though so you'll know.
 
 
 
=== Negative Edge ===
 
Throws can be performed on the release of the [[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] buttons immediately after entering a grounded state. There might be more to explore here if you are interested in becoming the highest level gem fighter player.
 
 
 
=== Counter Hit ===
 
Counter hits add 5 frames of extra hitstun to any move that leaves the opponent grounded and deal double the dizzy value, but they also push them further away. Also on counter hit, certain moves (such as dash attacks) cause a different launch effect, sending them bouncing about the screen. If one of these moves counters and dizzies the opponent, that will cause a special earth orbit animation to happen. Landing a counter hit against an aerial opponent seems to leave them open to another attack, but they might be able to air recover if they react fast enough. If not though, air throw. Hitting a chained low ([[File:Pf-p.png|Punch]], [[File:Pf-p.png|Punch]], [[File:Pf-k.png|Kick]] for most characters) on counter hit will cause a mini launch that allows you to follow up with much more, but this can make you whiff if you finish the chain without taking it into consideration. A counter hit [[File:Dir-3.png|3]]  + [[File:Pf-p.png|Punch]] causes a much higher launch with them in the same state, but the height makes it easy for them to recover.
 
 
 
=== Dizzy ===
 
Each time you get dizzied, your total stun points will increase by 5, making it harder to dizzy you again. This effect persists between rounds.
 
 
 
=== Launch ===
 
Some specific moves and counter hits will send you flying into the air in a "Launch" state. During this animation, you have the option to use your air recovery ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]) to escape. Be aware that there is another state (Juggle) that you will be locked out of air recovery, and the animation is very similar. However, these moves are rare. If you see yourself being caught in a juggle "infinite" it's almost certain that you are actually in the escapable launch state and can air recover to safety.
 
 
 
=== Knockdown and Juggle ===
 
Not air recovering while in launch state will cause you to get knocked down.
 
 
 
In addition, certain moves (usually sweeps) will cause a special type of knockdown that begins with an untechable juggle state which cannot be escaped with air recovery. Visually this looks like your character got tripped, or is lying on their back in midair.
 
 
 
No matter how you are knocked down, on wake up you always have the choice of rolling by pressing backward or forward on the stick along with any button, or to wake up normally by pressing nothing. The button you pressed determines the distance you will roll. S > K > P
 
 
 
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.
 
 
 
=== Combo into throw ===
 
If a throw is active on the first frame of a jump, the game will pick a winner between the two moves at random. So it is theoretically possible to set up a frame perfect randomly inescapable throw, although very few moves have enough frame advantage to do this. One setup: Lei-lei [f0: 8, f4: 6, f7: 6, f17: j.K, f41: P+K] (Seems to work 50% of the time with P2 holding up)
 
 
 
Due to the inherent randomness and the fact you'll most likely be using a Speed faster than Slow, this technique is virtually useless.
 
 
 
=== Sakura bug ===
 
Sakura cannot block on wakeup lol
 
 
 
If she rolls she can block though
 
 
 
=== Alpha Counter ===
 
Consumes 1 bar. Performed with [[File:Dir-6.png|6]]  + [[File:Pf-s.png|Special]] while in blockstun. Alpha Counters are capable of KOing the opponent, and certain attacks can even be linked after them. Getting a counterhit with one will knock them away though so you wont get your combo if you aren't paying attention.
 
 
 
=== Chip Damage ===
 
There is no chip damage.
 
 
 
=== Corner Cross Up ===
 
Seems like nothing or else very few things will ever cross you up while in the corner. However, some attacks can bounce you away from the wall, making you vulnerable to crossups. Something to remember for when you or your opponent are cornered.
 
 
 
=== Meter ===
 
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.
 
 
 
Big gems fill about half a bar.
 
 
 
The more hits you do in a combo, the more gems you'll get. Very high combo counts also give you bigger gems, meaning certain random supers can pay for themselves in meter from gems AND MORE if they actually hit. The rich get richer, so don't hoard your meter.
 
 
 
=== Treasure Chests ===
 
Hitting someone with either the fourth normal hit in a costume combo, a guard cancel, a parry, or a fully charged unblockable causes a treasure chest to appear. These chests then open upon landing, releasing either gems, food or items.
 
 
 
At the start of the round, a treasure chest sits in the middle of the stage. This one always holds at least one big gem and can be opened by hitting it. The gems fly out upwards in the direction of the one who opened it. It's up to you whether you want to go for it, ignore it, or try and hit someone that tries to open it for themselves.
 
 
 
=== Backturn ===
 
In some situations, either after recovering from certain attacks or simply the opponent walking under you will leave you facing the opposite way while in the air. When this happens, not only are your special move inputs reversed, but your blocking input is too. Essentially this means you may have to hold towards the opponent to block properly if they force you into this situation and keep attacking, so you have to take this into consideration as well as the direction you want to move in. Makes for a sneaky mixup.
 
 
 
=== Hit States ===
 
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states. In just about every case you can burst/counter roll as well.
 
 
 
==== Hit Stun ====
 
Standard grounded hit animation after taking damage on the ground. Usually occurs while '''Standing''' or '''Crouching'''. You can't be thrown during this state.
 
* Hit OK
 
 
 
==== Block Stun ====
 
Standard grounded guard animation blocking an attack on the ground. Usually occurs while '''Standing''' or '''Crouching'''. You can't be thrown during this state.
 
* Hit OK
 
* Guard Crush OK
 
* Guard Cancel (Defender)
 
* Mega Crush (Defender)
 
 
 
==== Air Block Stun ====
 
Aerial version of the above. Usually occurs while '''Jumping'''. You can't be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.
 
* Hit OK
 
* Guard Crush OK
 
* Normal Cancel (Defender)
 
* Throw Cancel (Defender)
 
 
 
==== Air Reset ====
 
You flip backward in the air, either right after getting hit in the air, or after using your '''Air Recovery'''. You are completely invincible and cannot do anything until you reach the ground in a '''Standing''' state.
 
* Meaty Potential
 
 
 
==== Launch ====
 
You flip backward in the air until you '''Air Recover''' ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), '''Counter Crush''' ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a '''Knockdown''' state. Some moves cause this on counter hit, but there's a few that always do it. You'll '''Wall Splat''' if you touch the wall as well.
 
* Hit OK
 
* Air throw OK
 
* Pursuit OK
 
* Recover (defender)
 
 
 
==== Juggle ====
 
A few moves can cause an unrecoverable '''Juggle''' state. What this means is that before you hit the ground, you will be locked out of '''Air Recovery''', making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the '''Launch''' state but ''you cannot escape'', so watch out for these moves. All sweeps, some low hitting dash attacks, and some special moves fall into this category, so make sure you learn what this animation looks like. Also if you '''Wall Splat''' it will still be possible to air throw you, but you'll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).
 
 
 
There are actually a few different hit states that fit this category according to the game, but I'm going to conflate any comboable launch state that you can't use an Air Recovery in as the '''Juggle''' state unless I find a reason not to.
 
 
 
* Hit OK
 
* Air throw OK
 
 
 
==== Knockdown ====
 
This is the animation after you fell down from either '''Launch''' or '''Juggle''' state. A fighting game staple. The reason to distinguish this from the '''Launch''' and '''Juggle''' states is because in this game you can be attacked during the '''Knockdown''' state with a '''Pursuit Attack''', similar to the Vampire games. This state can sometimes occur in midair.
 
* Pursuit OK
 
* Meaty Potential
 
* Tech Roll (Defender)
 
* Easy Reversal (Defender)
 
 
 
==== Wall Splat ====
 
Many moves when they knock you back can cause you to splat against the wall. After a '''Wall Splat''', it will still be possible to air throw you, but you will gain strike invulnerablility shortly afterward. However in some cases a character will have the tools to continue the combo before this happens (most notoriously Zangief's lariat).
 
 
 
There are a few different "fall off the wall" animations in the game, but this term will apply to all of those that give you Strike Invulnerability on the way down, which seems to be any bounce that doesn't have enough momentum to send you to another wall.
 
 
 
* Hit OK (Small window)
 
* Airthrow OK
 
* Recover (defender)
 
 
 
==== Wall Bounce ====
 
Counter hit only. Only certain moves can do this. Makes you bounce at high speed off of the wall and actually continue to the ceiling and opposite wall. Additionally, you gain an unblockable hitbox that does very very tiny damage, resulting in some silliness. It's possible to hit someone again while they're bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.
 
* Hit OK
 
* Air throw OK
 
* Meaty Potential
 
* Recover (defender)
 
 
 
==== Earth Orbit ====
 
Counter hit only. Occurs when any move that would have triggered a '''Wall Bounce''' also causes dizzy. Also gives you a hitbox like the '''Wall Bounce''' and you can hit or grab them as they come back onto the screen before landing if you really want to.
 
* Hit OK
 
* Air Throw OK
 
* Meaty Potential
 
* Mash out (defender)
 
 
 
 
 
=== Item Effects ===
 
 
 
==== Shocked ====
 
You got electrocuted, either by the lightning item or by '''Kaminari'''. Similar to the standard '''Launch''', except that you can only be airthrown (if they can even reach) and can't '''Air Recover'''.
 
* Air throw OK
 
 
 
==== Petrified ====
 
Caused by certain grabs and the stone item. You get turned to stone for a length of time, during which almost any hit will shatter you. Afterwards you reappear knocked down where you were, though sometimes certain single hit attacks avoid this somehow and keep their properties. While turned to stone you can only be hit (by a single hit), not grabbed, and you can mash to free yourself faster.
 
* Hit OK
 
* Mash out (defender)
 
 
 
==== Frozen ====
 
Get hit by the ice item while on the ground and you'll be frozen solid for a length of time. During this you can be hit by anything except throws and you're treated as standing when they do so, meaning they can get a full combo of whatever. You can mash to get out a little quicker.
 
* Hit OK
 
* Mash out (defender)
 
 
 
==== Poison Stun ====
 
Get hit by the poison item either on the ground or in the air and you'll get dizzied. It works more or less the same as the normal stun in regards to what you can be hit by (anything and everything), but it's different in that you recover much faster and can therefore mash out of it even quicker.
 
* You can do anything you want because they are dizzy, just be quick about it
 
 
 
==== Blown up ====
 
Getting hit by any of the other items or the ice while in the air will send you into the air in an unrecoverable state where you can be hit with anything or will land knocked down. The direction you fly in depends on what item you were hit with. Fire and bomb go straight up, with bomb going up much further. Aerial ice and banana knock you back, though banana is much lower to the ground and harder to follow up from.
 
* Hit OK
 
* Airthrow OK
 
 
 
== Comparisons ==
 
[[File:Pf-group.png|none|480px|right]]
 
[[File:justin-tiers.jpg|thumb|right|Tierlist according to Justin Wong. You can't argue with it.]]
 
 
 
==== Health ====
 
Each character has 145 HP. However, there is also a guts factor that will affect how much attack damage will be reduced at different health values which varies per character. I don't know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei's 2P, and how much lifebar they had before the final hit.
 
 
 
{| class="wikitable" style="text-align:left; border-collapse:collapse"
 
! Character !! Hits !! Last hit Health
 
|-
 
| Zangief || 49 || -
 
|-
 
| Tabasa || 41 || 3px
 
|-
 
| Ryu || 41 || 2px
 
|-
 
| Morrigan || 41 || 2px
 
|-
 
| Ken || 41 || 0px
 
|-
 
| Chun-Li || 41 || 0px
 
|-
 
| Lei-Lei || 41 || 0px
 
|-
 
| Felicia || 41 || 0px
 
|-
 
| Ibuki || 41 || 0px
 
|-
 
| Dan || 41 || 0px
 
|-
 
| Sakura || 40 || 1px
 
|-
 
| Gouki || 38 || -
 
|}
 
 
 
==== Dizzy ====
 
{| class="wikitable" style="text-align:left; border-collapse:collapse"
 
! Character !! Dizzy
 
|-
 
| Zangief || 50
 
|-
 
| Lei-Lei || 45
 
|-
 
| Ryu || 40
 
|-
 
| Ken || 40
 
|-
 
| Chun-Li || 40
 
|-
 
| Sakura || 40
 
|-
 
| Morrigan || 40
 
|-
 
| Ibuki || 40
 
|-
 
| Felicia || 35
 
|-
 
| Tabasa || 35
 
|-
 
| Dan || 35
 
|-
 
| Gouki || 30
 
|}
 
 
 
== How to play (old version, redoing) ==
 
Controls
 
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]
 
[[File:Pf-p.png|Punch]] = Punch
 
 
 
[[File:Pf-k.png|Kick]] = Kick
 
 
 
[[File:Pf-s.png|Special]] = Special
 
* (See: Guard Crush, Easy Inputs)
 
 
 
[[File:Pf-start.png|Start]] = Taunt
 
 
 
 
 
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw
 
 
 
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw
 
 
 
 
 
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss
 
* <b>(The trajectory can be changed depending on the direction held)</b>
 
* <b>(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)</b>
 
* <b>(Special cancel window starts <i>before</i> contact with opponent)</b>
 
 
 
 
 
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush
 
* (See: Mega Crush/Counter Crush)
 
 
 
 
 
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech
 
* (Input when you are in a Launch state to escape fake combos and land on your feet)
 
* <b>(Not always a good option. Pay close attention to your opponent's offense)</b>
 
* (The trajectory can be changed depending on the direction held)
 
 
 
 
 
[[File:Dir-4.png|4]] = Block
 
 
 
[[File:Dir-1.png|1]] = Low Block
 
 
 
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block
 
* (Air blockstun can be cancelled with normals; <b>advantage-on-block moves become punishable</b>)
 
* (Grounded normals are <b>air unblockable</b>)
 
 
 
 
 
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump
 
* (6F: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-gouki.png|Gouki/Akuma]][[File:Pf-icon-dan.png|Dan]])
 
* (7F: [[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-morrigan.png]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])
 
* (8F: [[File:Pf-icon-zangief.png|Zangief]])
 
 
 
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump
 
* (7F: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-morrigan.png]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]][[File:Pf-icon-gouki.png|Gouki/Akuma]][[File:Pf-icon-dan.png|Dan]])
 
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])
 
* (11F: [[File:Pf-icon-zangief.png|Zangief]])
 
 
 
 
 
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash
 
 
 
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash
 
 
 
 
 
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P
 
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])
 
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])
 
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])
 
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])
 
 
 
 
 
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K
 
* (Overhead: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-zangief.png|Zangief]])
 
* (Low: [[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-morrigan.png]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]][[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]][[File:Pf-icon-gouki.png|Gouki/Akuma]])
 
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])
 
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])
 
 
 
 
 
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P
 
* (Despite appearances, <b>this move will always need to be blocked low</b>)
 
* <b>(This move can be special cancelled by every character in the game)</b>
 
* (Can be useful for challenging pressure and punishing negative moves)
 
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])
 
 
 
 
 
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K
 
* (Special Cancel: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-ibuki.png|Ibuki]][[File:Pf-icon-gouki.png|Gouki/Akuma]][[File:Pf-icon-dan.png|Dan]])
 
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])
 
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])
 
 
 
 
 
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher
 
* <b>(Launch State on Counter-Hit only)</b>
 
* (Special Cancel: [[File:Pf-icon-ryu.png|Ryu]][[File:Pf-icon-ken.png|Ken]][[File:Pf-icon-chun-li.png|Chun-Li]][[File:Pf-icon-sakura.png|Sakura]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]][[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-ibuki.png|Ibuki]][[File:Pf-icon-gouki.png|Gouki/Akuma]][[File:Pf-icon-dan.png|Dan]])
 
 
 
 
 
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep
 
* ([[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]]: Same as [[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]])
 
 
 
 
 
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit
 
* (Input when the opponent is in a knockdown state)
 
 
 
Guard Crush
 
[[File:Pf-s.png|Special]] = Red gem Guard Crush
 
 
 
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush
 
 
 
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush
 
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button
 
 
 
 
 
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter
 
* <b>(Can only counter Guard Crushes.</b> Counter window is while flashing blue, then has a whiff animation.)
 
 
 
</div>
 
<div style="display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em">
 
    <div style="display:flex;flex-direction: column; margin: 0;">
 
{{Infobox
 
|image = [[File:Pf-flyer2.png | 276px]]
 
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix
 
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]
 
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]
 
|players = 2
 
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-2]
 
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]
 
 
}}
 
}}
    </div>
 
    <div style="display:flex;flex-direction: column; margin: 5px;">__TOC__</div>
 
  </div>
 
 
</div>
 
</div>

Revision as of 08:11, 12 March 2022

Overview[edit]

Chun-Li exiting your cringe pressure

Combos[edit]

Pf-chun-li2.gif
ハッ!シッ!ファイヤ!

ハッ!シッ!ファイヤ!

発射!
Application Notation Damage* Notes Demo
Low Poke 2 + K xx 63214 + S ?? Works with other supers but you have to be closer. -
Low Confirm 2 + P2 + P xx 41236 + S ?? Works with Rinkaishou too. -
Poke P > P > PP > P > P ?? Your favorite combo. Makes a lot of gems. If you hold back during Baiodan, you can prevent Baioshou from misfiring. -
Poke P > P > P1 + K xx 63214 + S ?? When you have the meter, go for Super. Use down back instead of down to avoid the embarassment of an impulsive Shishunsou. -
Setup Starter? P > P > 4 + PK(x5) ?? Reliable combo into Hyakuretsukyaku but leaves you pretty far. I'm not sure if you can get anything good after this. Corner Item Ball mixups? Taunt into Ice? -
Random Confirm (LV.3) K(x5)Ice3 + P xx 623 + S ?? Good to know. Probably not optimized. If you could combo into Hyakuretsukyaku without getting pushed too far you can link into Item Ball. -
Key: () = Link / (>) = Gatling / (xx) = Cancel | (*All damage values vs. Lei-Lei)

Frame Data[edit]

Normals[edit]

5P

P
顎狙突拳
Gakusototsuken
Pf-chun-li-5p.png
Pf-chun-li-5p-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
6 4 16 ?? ??
Effects Notes


5K

K
上段蹴
Joudanshuu
Pf-chun-li-5k.png
Pf-chun-li-5k-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
8 4 19 ?? ??
Effects Notes


Guard Crush[edit]

5S

S
援杖撃
Enjougeki
Pf-chun-li-5s.png
Pf-chun-li-5s-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
42~102 4 23 ?? ??
Effects Notes


2K

2 + S
炎蛍打
Hokkeida
Pf-chun-li-2s.png
Pf-chun-li-2s-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
42~102 2 29 ?? ??
Effects Notes


6S

2 + S
煤雄炎
Baioen
Pf-chun-li-6s.png
Pf-chun-li-6s-a-hb.png
Pf-chun-li-6s-b.png
Pf-chun-li-6s-b-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
37~97 1 + 3 22 ?? ??
Effects Notes


Air Normals[edit]

j.P

j.P
鶴嘴拳
Kakushiken
Pf-chun-li-jp.png
Pf-chun-li-jp-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
High ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
7 3 - ?? ??
Effects Notes


j.K

j.K
鷹翔脚
Youshoukyaku
Pf-chun-li-jk.png
Pf-chun-li-jk-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
High ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
8 3 - ?? ??
Effects Notes


j.2K

2 + j.K
鷹爪脚
Yousoukyaku
Pf-chun-li-j2k.png
Pf-chun-li-j2k-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
High ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
6 2 - ?? ??
Effects Notes


Dash Attacks[edit]

Dash Punch

6 6 + P
虚蹴倒
Koshuutou
Pf-chun-li-66p.png
Pf-chun-li-66p-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Low ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
22 3 28 ?? ??
Effects Notes


Dash Kick

6 6 + K
援踊襲
Enyoushuu
Pf-chun-li-66k.png
Pf-chun-li-66k-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
High ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
18 9 24 ?? ??
Effects Notes


Throws[edit]

Throw

P + K
虎襲倒
Koshuutou
Pf-chun-li-throw.png
Pf-chun-li-throw-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
10 1 ?? ?? ??
Effects Notes


Air Throw

j.P + j.K
踏落倒
Tourakutou
Pf-chun-li-airthrow.png
Pf-chun-li-airthrow-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
8 1 ?? ?? ??
Effects Notes


Shishunsou

41236 + P + K
思春想
Shishunsou
Pf-chun-li-throw-41236.png
Pf-chun-li-throw-41236-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
49~81 1 ?? ?? ??
  • Chargeable
Effects Notes


Seikougyo

63214 + P + K
星光魚
Seikougyo
Pf-chun-li-throw-63214.png
Pf-chun-li-throw-63214-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
9 1 ?? ?? ??
Effects Notes


Command Normals[edit]

2P

2 + P
毒蛇突
Dokujatotsu
Pf-chun-li-2p.png
Pf-chun-li-2p-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Low ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
5 4 6 ?? ??
Effects Notes


2K

2 + K
前掃旋腿
Zensousentai
Pf-chun-li-2k.png
Pf-chun-li-2k-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Low ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
8 2 11 ?? ??
Effects Notes


3P

3 + P
天空脚
Tenkuukyaku
Pf-chun-li-3p.png
Pf-chun-li-3p-a-hb.png
Pf-chun-li-3p.png
Pf-chun-li-3p-b-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
10 2 + 2 25 ?? ??
Effects Notes


3K

3 + K
元伝暗殺蹴
Genden Ansatsushuu
Pf-chun-li-3k.png
Pf-chun-li-3k-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Low ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
10 3 26 ?? ??
Effects Notes


6K

6 + K
中段蹴
Chuudanshuu
Pf-chun-li-6k.png
Pf-chun-li-6k-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
12 4 19 ?? ??
Effects Notes

Flash Combo[edit]

Jill Combo A

P > P
煤雄斬
Baiozan
Pf-chun-li-5pp.png
Pf-chun-li-5pp-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
15 4 23 ?? ??
  • Moves Forward
Effects Notes


Jill Combo B

P > P > P
煤雄弾
Baiodan
Pf-chun-li-5ppp.png
Pf-chun-li-5ppp-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
19 4 (4) 4 (4) 4 13 ?? ??
  • Moves Forward
  • 3 Hits
Effects Notes


Jill Combo C

P > P > P > P
P > P > K > P
煤雄衝
Baioshou
Pf-chun-li-5pppp.png
Pf-chun-li-5pppp-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
23 4 30 ?? ??
  • Moves Forward
Effects Notes


Confession Combo A

P > P > K
早春波
Soushunha
Pf-chun-li-5ppk.png
Pf-chun-li-5ppk-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
Effects Notes


Confession Combo B

P > P > K > K
P > P > P > K
思春想
Shishunsou
Pf-chun-li-5ppkk.png
Pf-chun-li-5ppkk-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Chargeable
  • Moves Forward
Effects Notes


June Combo A

P > K
垂直打
Suichokuda
Pf-chun-li-5pk.png
Pf-chun-li-5pk-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
Effects Notes


June Combo B

P > K > K
鈴鳴拳
Rinmeiken
Pf-chun-li-5pkk.png
Pf-chun-li-5pkk-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
Effects Notes


June Combo C

P > K > K > K
P > K > P > K
星光魚
Seikougyo
Pf-chun-li-5pkkk.png
Pf-chun-li-5pkkk-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
Effects Notes


Cheer Combo A

P > K > P
援踊脚
Enyoukyaku
Pf-chun-li-5pkp-a.png
Pf-chun-li-5pkp-a-hb.png
Pf-chun-li-5pkp-b.png
Pf-chun-li-5pkp-b-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
High ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
  • 2 Hits
Effects Notes


Cheer Combo B

P > K > P > P
P > K > K > P
援杖撃
Enjougeki
Pf-chun-li-5pkpp.png
Pf-chun-li-5pkpp-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Chargeable
Effects Notes


Specials[edit]

Kikouken

41236 + P
気功拳
Kikouken
Pf-chun-li-kikouken.png
Pf-chun-li-kikouken-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Projectile
Effects Notes


Hishoukyaku

623 + K
S(x2)
飛翔脚
Hishoukyaku
Pf-chun-li-hishoukyaku-a.png
Pf-chun-li-hishoukyaku-a-hb.png
Pf-chun-li-hishoukyaku-b.png
Pf-chun-li-hishoukyaku-b-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
Effects Notes


Hyakuretsukyaku

K(x5)
百裂脚
Hyakuretsukyaku
Pf-chun-li-hyakuretsukyaku-a.png
Pf-chun-li-hyakuretsukyaku-a-hb.png
Pf-chun-li-hyakuretsukyaku-b.png
Pf-chun-li-hyakuretsukyaku-b-hb.png
Pf-chun-li-hyakuretsukyaku-c.png
Pf-chun-li-hyakuretsukyaku-c-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
Effects Notes


Spinning Bird Kick

41236 + K
Spinning Bird Kick
スピニングバードキック
Pf-chun-li-sbk-a.png
Pf-chun-li-sbk-a-hb.png
Pf-chun-li-sbk-b.png
Pf-chun-li-sbk-b-hb.png
Pf-chun-li-sbk-c.png
Pf-chun-li-sbk-c-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
Effects Notes

Mighty Combo[edit]

Kikoushou

236 236 + P
236 + S
気功掌
Kikoushou
Pf-chun-li-kikoushou-a.png
Pf-chun-li-kikoushou-a-hb.png
Pf-chun-li-kikoushou-b.png
Pf-chun-li-kikoushou-b-hb.png
Pf-chun-li-kikoushou-c.png
Pf-chun-li-kikoushou-c-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Projectile
Effects Notes


Hazan Hishoukyaku

236 23 + K
623 + S
覇山飛翔脚
Hazan Hishoukyaku
Pf-chun-li-hazan-hishoukyaku-a.png
Pf-chun-li-hazan-hishoukyaku-a-hb.png
Pf-chun-li-hazan-hishoukyaku-b.png
Pf-chun-li-hazan-hishoukyaku-b-hb.png
Pf-chun-li-hazan-hishoukyaku-c.png
Pf-chun-li-hazan-hishoukyaku-c-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
Effects Notes


Rinkaishou

63214 41236 + P
63214 + S
輪海嘯
Rinkaishou
Pf-chun-li-rinkaishou-a.png
Pf-chun-li-rinkaishou-a-hb.png
Pf-chun-li-rinkaishou-b.png
Pf-chun-li-rinkaishou-b-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Projectile
Effects Notes


Other[edit]

Taunt

Taunt
ゴメンネ!
Gomen ne!
Pf-chun-li-taunt.png
Pf-chun-li-taunt-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush 1 1 ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
Effects Notes


Wall Jump

9
Wall Jump
三角跳び
Pf-chun-li-walljump.png
Pf-chun-li-walljump-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
- - - - -
Startup Active Recovery Hit Adv. Block Adv.
1 - 4 - -
  • Actions possible from Frame 5
Effects Notes


Pursuit Attack

8 + P
8 + K
Pursuit Attack
追い討ち攻撃
Pf-chun-li-pursuit.png
Pf-chun-li-pursuit-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
- ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
  • Moves Forward
  • Cross Up Potential
Effects Notes


Guard Cancel

6 + S
Guard Cancel
ガードキャンセル
Pf-chun-li-gc.png
Pf-chun-li-gc-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
Effects Notes


Guard Crush Counter

4 + S
Guard Crush Counter
ガードクラッシュ返し
Pf-chun-li-counter.png
Pf-chun-li-counter-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
Effects Notes


Mega Crush

P + K + S
Mega Crush
メガクラッシュ
Pf-chun-li-mc.png
Pf-chun-li-mc-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
Effects Notes


Counter Crush

j.P + j.K + j.S
Counter Crush
カウンタークラッシュ
Pf-chun-li-cc.png
Pf-chun-li-cc-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ?? ??
Effects Notes



P K S P(xN) j.K START
2 236 214 623 41236 360 23 89
Big Name
Small Name
Pf-lei-lei-5p.png
Pf-lei-lei-5p-hb.png
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ±0 -1
  • Launch (Counter Hit)
  • Launch
  • Juggle
  • Knockdown
  • Wall Bounce (Counter Hit)
  • Earth Orbit (Max Stun Counter Hit)
  • Flatten
  • Treasure Chest
  • Chargeable
  • Projectile
  • Untechable Throw
  • Moves Forward
  • Must block before super flash
  • Air Unblockable
  • Cross Up Potential
  • Normal Cancel
  • Taunt Cancel
  • Special Cancel
  • Super Cancel
  • Projectile Invul. (Frame: ??~??)
  • Strike Invul. (Frame: ??~??)
  • Throw invul. (Frame: 2~??)
  • 999 Hits
  • Longer recovery animation on whiff
  • Infinite Horizontal Reach
Effects Notes