<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://fightanvidya.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=4a4a</id>
	<title>Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://fightanvidya.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=4a4a"/>
	<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php/Special:Contributions/4a4a"/>
	<updated>2026-05-15T15:34:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Main_Page&amp;diff=3035</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Main_Page&amp;diff=3035"/>
		<updated>2025-10-25T19:14:39Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;quot;If Fightan Vidya don&#039;t have it, you don&#039;t need it.&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| Fightan&lt;br /&gt;
----&lt;br /&gt;
| Sites&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%;&amp;quot;| [[Super Dragon Ball Z]]&amp;lt;br&amp;gt;[[Pocket Fighter]]&amp;lt;br&amp;gt;[[Tekken 8]]&lt;br /&gt;
| |[[GGPO]]&amp;lt;br&amp;gt;[[Shoryuken]]&amp;lt;br&amp;gt;[[Fightan Vidya]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Other&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| Shut Up Bitch&lt;br /&gt;
[[Collecting Framedata and Hitboxes]]&lt;br /&gt;
&lt;br /&gt;
[[Anki]]&lt;br /&gt;
&lt;br /&gt;
[[Stream page guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3034</id>
		<title>Stream page guide</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3034"/>
		<updated>2025-10-25T19:14:01Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Guide.png|frame]]&lt;br /&gt;
&lt;br /&gt;
== Stream ==&lt;br /&gt;
&lt;br /&gt;
===== S1 =====&lt;br /&gt;
Area for embedded streams. Your eyes should be here most of the time.&lt;br /&gt;
&lt;br /&gt;
===== S2 =====&lt;br /&gt;
Button to add another stream. You can hold shift to open it as a floating element.&lt;br /&gt;
&lt;br /&gt;
===== S3 =====&lt;br /&gt;
Delete the selected stream. If you aren&#039;t sure which stream this will delete, please pretend you do and do not ask.&lt;br /&gt;
&lt;br /&gt;
===== S4 =====&lt;br /&gt;
* Indicates which stream the T and I elements will target. &lt;br /&gt;
* Click and drag to move a floating element.&lt;br /&gt;
* Click an unfilled star to select the stream.&lt;br /&gt;
* Hold shift and click to convert to a floating element.&lt;br /&gt;
* Hold ctrl and click to convert to a static element.&lt;br /&gt;
&lt;br /&gt;
===== S5 =====&lt;br /&gt;
Open a twitch stream in its native popup window. (Can be used to avoid ads)&lt;br /&gt;
&lt;br /&gt;
===== S6 =====&lt;br /&gt;
Open a twitch stream&#039;s native chat page in a popup window.&lt;br /&gt;
&lt;br /&gt;
===== S7 =====&lt;br /&gt;
If you have [https://fightanvidya.com/4a4a/fvsh.zip fvsh] installed you can open the selected stream in a local video player (NOT SAFE but who cares) &lt;br /&gt;
&lt;br /&gt;
===== S8 =====&lt;br /&gt;
Hide subtitles (it just mirrors the stream image)&lt;br /&gt;
&lt;br /&gt;
===== S9 =====&lt;br /&gt;
Resizes the stream element&lt;br /&gt;
* Click and drag to resize while keeping aspect ratio&lt;br /&gt;
* Hold ctrl and click to adjust aspect ratio&lt;br /&gt;
* Hold shift to add or remove compensation for control bar elements (pretty much useless nowadays)&lt;br /&gt;
* Hold alt to increase or decrease the total view area for streams&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
===== C1 =====&lt;br /&gt;
The chat. You can read this but do not post.&lt;br /&gt;
&lt;br /&gt;
== Other Functions ==&lt;br /&gt;
===== F1 =====&lt;br /&gt;
Toggle between 3 nonsensical options&lt;br /&gt;
* Center: the default display of FV, optimized to fit on Scanty&#039;s laptop&lt;br /&gt;
* Fit to Width: expands the page to be as wide as your current window size (not really)&lt;br /&gt;
* Fit to Height: expands the page as wide as possible without the stream icons moving out of view&lt;br /&gt;
&lt;br /&gt;
===== F2 =====&lt;br /&gt;
Toggle the appearance of snow. The rate of snowfall depends on your monitor refresh rate.&lt;br /&gt;
&lt;br /&gt;
===== F3 =====&lt;br /&gt;
You dont need to click this&lt;br /&gt;
* Free Chat Box: Disables resizing chat in relation to the stream area.&lt;br /&gt;
* Hide Chat Box: If people are being mean to you, you can hide them&lt;br /&gt;
* Fixed Chat Box: Default behavior. The chat resizes with the streams.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
===== A1 =====&lt;br /&gt;
Toggle between the default and the robotpuke themes. You can also double click this to refresh the chat.&lt;br /&gt;
&lt;br /&gt;
===== A2 =====&lt;br /&gt;
Toggle a white gradient background to change the mood.&lt;br /&gt;
&lt;br /&gt;
== Text Input ==&lt;br /&gt;
===== T1 =====&lt;br /&gt;
Type the channel name or video id of the stream you want to embed.&lt;br /&gt;
You can also enter a URL and press enter to automatically choose which streaming service is used, if supported.&lt;br /&gt;
&lt;br /&gt;
===== T2 =====&lt;br /&gt;
Use twitch.tv&lt;br /&gt;
&lt;br /&gt;
===== T3 =====&lt;br /&gt;
Use ustream&lt;br /&gt;
&lt;br /&gt;
===== T4 =====&lt;br /&gt;
Use livestream/mogulus&lt;br /&gt;
&lt;br /&gt;
===== T5 =====&lt;br /&gt;
Use youtube&lt;br /&gt;
&lt;br /&gt;
===== T6 =====&lt;br /&gt;
Use nicovideo or nico nico live&lt;br /&gt;
&lt;br /&gt;
===== T7 =====&lt;br /&gt;
Use kick&lt;br /&gt;
&lt;br /&gt;
===== T8 =====&lt;br /&gt;
Directly embed anything typed into the text input. (html)&lt;br /&gt;
&lt;br /&gt;
== Stream Directories ==&lt;br /&gt;
===== D1 =====&lt;br /&gt;
Displays streams which are currently live, selected from FV&#039;s own database.&lt;br /&gt;
&lt;br /&gt;
===== D2 =====&lt;br /&gt;
Displays streams selected by user input, sorted by amount of unique viewers. (use this)&lt;br /&gt;
&lt;br /&gt;
===== D3 =====&lt;br /&gt;
Shows the streams from FV&#039;s database which are offline. Click these if you want to watch an offline stream.&lt;br /&gt;
&lt;br /&gt;
===== D4 =====&lt;br /&gt;
A collection of streams which should be on 24/7. These can also show up under &amp;quot;Popular&amp;quot; if clicked.&lt;br /&gt;
&lt;br /&gt;
===== D5 =====&lt;br /&gt;
Your personal history of streams you have submitted with the text input. This is just stored in your own cookies.&lt;br /&gt;
&lt;br /&gt;
== Corner Decoration ==&lt;br /&gt;
===== W1 =====&lt;br /&gt;
A special area for the winner of the last tournament, or Sonic.&lt;br /&gt;
&lt;br /&gt;
===== W2 =====&lt;br /&gt;
A more prestigious area for special occasions. Pictured: Negan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Blocking Ads =&lt;br /&gt;
* install a userscript extension like greasemonkey, or use ublock origin&lt;br /&gt;
* install one of these userscripts: https://github.com/pixeltris/TwitchAdSolutions?tab=readme-ov-file#scripts &lt;br /&gt;
* if you use something like greasemonkey, you can install both scripts and switch between enabling/disabling one when the other breaks.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3033</id>
		<title>Stream page guide</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3033"/>
		<updated>2025-10-25T19:07:58Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Stream */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Guide.png|frame]]&lt;br /&gt;
&lt;br /&gt;
== Stream ==&lt;br /&gt;
&lt;br /&gt;
===== S1 =====&lt;br /&gt;
Area for embedded streams. Your eyes should be here most of the time.&lt;br /&gt;
&lt;br /&gt;
===== S2 =====&lt;br /&gt;
Button to add another stream. You can hold shift to open it as a floating element.&lt;br /&gt;
&lt;br /&gt;
===== S3 =====&lt;br /&gt;
Delete the selected stream. If you aren&#039;t sure which stream this will delete, please pretend you do and do not ask.&lt;br /&gt;
&lt;br /&gt;
===== S4 =====&lt;br /&gt;
* Indicates which stream the T and I elements will target. &lt;br /&gt;
* Click and drag to move a floating element.&lt;br /&gt;
* Click an unfilled star to select the stream.&lt;br /&gt;
* Hold shift and click to convert to a floating element.&lt;br /&gt;
* Hold ctrl and click to convert to a static element.&lt;br /&gt;
&lt;br /&gt;
===== S5 =====&lt;br /&gt;
Open a twitch stream in its native popup window. (Can be used to avoid ads)&lt;br /&gt;
&lt;br /&gt;
===== S6 =====&lt;br /&gt;
Open a twitch stream&#039;s native chat page in a popup window.&lt;br /&gt;
&lt;br /&gt;
===== S7 =====&lt;br /&gt;
If you have [https://fightanvidya.com/4a4a/fvsh.zip fvsh] installed you can open the selected stream in a local video player (NOT SAFE but who cares) &lt;br /&gt;
&lt;br /&gt;
===== S8 =====&lt;br /&gt;
Hide subtitles (it just mirrors the stream image)&lt;br /&gt;
&lt;br /&gt;
===== S9 =====&lt;br /&gt;
Resizes the stream element&lt;br /&gt;
* Click and drag to resize while keeping aspect ratio&lt;br /&gt;
* Hold ctrl and click to adjust aspect ratio&lt;br /&gt;
* Hold shift to add or remove compensation for control bar elements (pretty much useless nowadays)&lt;br /&gt;
* Hold alt to increase or decrease the total view area for streams&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
===== C1 =====&lt;br /&gt;
The chat. You can read this but do not post.&lt;br /&gt;
&lt;br /&gt;
== Other Functions ==&lt;br /&gt;
===== F1 =====&lt;br /&gt;
Toggle between 3 nonsensical options&lt;br /&gt;
* Center: the default display of FV, optimized to fit on Scanty&#039;s laptop&lt;br /&gt;
* Fit to Width: expands the page to be as wide as your current window size (not really)&lt;br /&gt;
* Fit to Height: expands the page as wide as possible without the stream icons moving out of view&lt;br /&gt;
&lt;br /&gt;
===== F2 =====&lt;br /&gt;
Toggle the appearance of snow. The rate of snowfall depends on your monitor refresh rate.&lt;br /&gt;
&lt;br /&gt;
===== F3 =====&lt;br /&gt;
You dont need to click this&lt;br /&gt;
* Free Chat Box: Disables resizing chat in relation to the stream area.&lt;br /&gt;
* Hide Chat Box: If people are being mean to you, you can hide them&lt;br /&gt;
* Fixed Chat Box: Default behavior. The chat resizes with the streams.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
===== A1 =====&lt;br /&gt;
Toggle between the default and the robotpuke themes. You can also double click this to refresh the chat.&lt;br /&gt;
&lt;br /&gt;
===== A2 =====&lt;br /&gt;
Toggle a white gradient background to change the mood.&lt;br /&gt;
&lt;br /&gt;
== Text Input ==&lt;br /&gt;
===== T1 =====&lt;br /&gt;
Type the channel name or video id of the stream you want to embed.&lt;br /&gt;
You can also enter a URL and press enter to automatically choose which streaming service is used, if supported.&lt;br /&gt;
&lt;br /&gt;
===== T2 =====&lt;br /&gt;
Use twitch.tv&lt;br /&gt;
&lt;br /&gt;
===== T3 =====&lt;br /&gt;
Use ustream&lt;br /&gt;
&lt;br /&gt;
===== T4 =====&lt;br /&gt;
Use livestream/mogulus&lt;br /&gt;
&lt;br /&gt;
===== T5 =====&lt;br /&gt;
Use youtube&lt;br /&gt;
&lt;br /&gt;
===== T6 =====&lt;br /&gt;
Use nicovideo or nico nico live&lt;br /&gt;
&lt;br /&gt;
===== T7 =====&lt;br /&gt;
Use kick&lt;br /&gt;
&lt;br /&gt;
===== T8 =====&lt;br /&gt;
Directly embed anything typed into the text input. (html)&lt;br /&gt;
&lt;br /&gt;
== Stream Directories ==&lt;br /&gt;
===== D1 =====&lt;br /&gt;
Displays streams which are currently live, selected from FV&#039;s own database.&lt;br /&gt;
&lt;br /&gt;
===== D2 =====&lt;br /&gt;
Displays streams selected by user input, sorted by amount of unique viewers. (use this)&lt;br /&gt;
&lt;br /&gt;
===== D3 =====&lt;br /&gt;
Shows the streams from FV&#039;s database which are offline. Click these if you want to watch an offline stream.&lt;br /&gt;
&lt;br /&gt;
===== D4 =====&lt;br /&gt;
A collection of streams which should be on 24/7. These can also show up under &amp;quot;Popular&amp;quot; if clicked.&lt;br /&gt;
&lt;br /&gt;
===== D5 =====&lt;br /&gt;
Your personal history of streams you have submitted with the text input. This is just stored in your own cookies.&lt;br /&gt;
&lt;br /&gt;
== Corner Decoration ==&lt;br /&gt;
===== W1 =====&lt;br /&gt;
A special area for the winner of the last tournament, or Sonic.&lt;br /&gt;
&lt;br /&gt;
===== W2 =====&lt;br /&gt;
A more prestigious area for special occasions. Pictured: Negan&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3032</id>
		<title>Stream page guide</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3032"/>
		<updated>2025-10-25T19:06:43Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Guide.png|frame]]&lt;br /&gt;
&lt;br /&gt;
== Stream ==&lt;br /&gt;
&lt;br /&gt;
===== S1 =====&lt;br /&gt;
Area for embedded streams. Your eyes should be here most of the time.&lt;br /&gt;
&lt;br /&gt;
===== S2 =====&lt;br /&gt;
Button to add another stream. You can hold shift to open it as a floating element.&lt;br /&gt;
&lt;br /&gt;
===== S3 =====&lt;br /&gt;
Delete the selected stream. If you aren&#039;t sure which stream this will delete, please pretend you do and do not ask.&lt;br /&gt;
&lt;br /&gt;
===== S4 =====&lt;br /&gt;
* Indicates which stream the T and I elements will target. &lt;br /&gt;
* Click an unfilled star to select the stream.&lt;br /&gt;
* Hold shift and click to convert to a floating element.&lt;br /&gt;
* Hold ctrl and click to convert to a static element.&lt;br /&gt;
&lt;br /&gt;
===== S5 =====&lt;br /&gt;
Open a twitch stream in its native popup window. (Can be used to avoid ads)&lt;br /&gt;
&lt;br /&gt;
===== S6 =====&lt;br /&gt;
Open a twitch stream&#039;s native chat page in a popup window.&lt;br /&gt;
&lt;br /&gt;
===== S7 =====&lt;br /&gt;
If you have [https://fightanvidya.com/4a4a/fvsh.zip fvsh] installed you can open the selected stream in a local video player (NOT SAFE but who cares) &lt;br /&gt;
&lt;br /&gt;
===== S8 =====&lt;br /&gt;
Hide subtitles (it just mirrors the stream image)&lt;br /&gt;
&lt;br /&gt;
===== S9 =====&lt;br /&gt;
Resizes the stream element&lt;br /&gt;
* Click and drag to resize while keeping aspect ratio&lt;br /&gt;
* Hold ctrl and click to adjust aspect ratio&lt;br /&gt;
* Hold shift to add or remove compensation for control bar elements (pretty much useless nowadays)&lt;br /&gt;
* Hold alt to increase or decrease the total view area for streams&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
===== C1 =====&lt;br /&gt;
The chat. You can read this but do not post.&lt;br /&gt;
&lt;br /&gt;
== Other Functions ==&lt;br /&gt;
===== F1 =====&lt;br /&gt;
Toggle between 3 nonsensical options&lt;br /&gt;
* Center: the default display of FV, optimized to fit on Scanty&#039;s laptop&lt;br /&gt;
* Fit to Width: expands the page to be as wide as your current window size (not really)&lt;br /&gt;
* Fit to Height: expands the page as wide as possible without the stream icons moving out of view&lt;br /&gt;
&lt;br /&gt;
===== F2 =====&lt;br /&gt;
Toggle the appearance of snow. The rate of snowfall depends on your monitor refresh rate.&lt;br /&gt;
&lt;br /&gt;
===== F3 =====&lt;br /&gt;
You dont need to click this&lt;br /&gt;
* Free Chat Box: Disables resizing chat in relation to the stream area.&lt;br /&gt;
* Hide Chat Box: If people are being mean to you, you can hide them&lt;br /&gt;
* Fixed Chat Box: Default behavior. The chat resizes with the streams.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
===== A1 =====&lt;br /&gt;
Toggle between the default and the robotpuke themes. You can also double click this to refresh the chat.&lt;br /&gt;
&lt;br /&gt;
===== A2 =====&lt;br /&gt;
Toggle a white gradient background to change the mood.&lt;br /&gt;
&lt;br /&gt;
== Text Input ==&lt;br /&gt;
===== T1 =====&lt;br /&gt;
Type the channel name or video id of the stream you want to embed.&lt;br /&gt;
You can also enter a URL and press enter to automatically choose which streaming service is used, if supported.&lt;br /&gt;
&lt;br /&gt;
===== T2 =====&lt;br /&gt;
Use twitch.tv&lt;br /&gt;
&lt;br /&gt;
===== T3 =====&lt;br /&gt;
Use ustream&lt;br /&gt;
&lt;br /&gt;
===== T4 =====&lt;br /&gt;
Use livestream/mogulus&lt;br /&gt;
&lt;br /&gt;
===== T5 =====&lt;br /&gt;
Use youtube&lt;br /&gt;
&lt;br /&gt;
===== T6 =====&lt;br /&gt;
Use nicovideo or nico nico live&lt;br /&gt;
&lt;br /&gt;
===== T7 =====&lt;br /&gt;
Use kick&lt;br /&gt;
&lt;br /&gt;
===== T8 =====&lt;br /&gt;
Directly embed anything typed into the text input. (html)&lt;br /&gt;
&lt;br /&gt;
== Stream Directories ==&lt;br /&gt;
===== D1 =====&lt;br /&gt;
Displays streams which are currently live, selected from FV&#039;s own database.&lt;br /&gt;
&lt;br /&gt;
===== D2 =====&lt;br /&gt;
Displays streams selected by user input, sorted by amount of unique viewers. (use this)&lt;br /&gt;
&lt;br /&gt;
===== D3 =====&lt;br /&gt;
Shows the streams from FV&#039;s database which are offline. Click these if you want to watch an offline stream.&lt;br /&gt;
&lt;br /&gt;
===== D4 =====&lt;br /&gt;
A collection of streams which should be on 24/7. These can also show up under &amp;quot;Popular&amp;quot; if clicked.&lt;br /&gt;
&lt;br /&gt;
===== D5 =====&lt;br /&gt;
Your personal history of streams you have submitted with the text input. This is just stored in your own cookies.&lt;br /&gt;
&lt;br /&gt;
== Corner Decoration ==&lt;br /&gt;
===== W1 =====&lt;br /&gt;
A special area for the winner of the last tournament, or Sonic.&lt;br /&gt;
&lt;br /&gt;
===== W2 =====&lt;br /&gt;
A more prestigious area for special occasions. Pictured: Negan&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=File:Guide.png&amp;diff=3031</id>
		<title>File:Guide.png</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=File:Guide.png&amp;diff=3031"/>
		<updated>2025-10-25T18:52:26Z</updated>

		<summary type="html">&lt;p&gt;4a4a: 4a4a uploaded a new version of File:Guide.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stream page diagram&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3030</id>
		<title>Stream page guide</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3030"/>
		<updated>2025-10-25T18:43:13Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Guide.png|frame]]&lt;br /&gt;
&lt;br /&gt;
==== Stream ====&lt;br /&gt;
&lt;br /&gt;
===== S1 =====&lt;br /&gt;
Area for embedded streams. Your eyes should be here most of the time.&lt;br /&gt;
&lt;br /&gt;
===== S2 =====&lt;br /&gt;
Button to add another stream. You can hold shift to open it as a floating element.&lt;br /&gt;
&lt;br /&gt;
===== S3 =====&lt;br /&gt;
Delete the selected stream. If you aren&#039;t sure which stream this will delete, please pretend you do and do not ask.&lt;br /&gt;
&lt;br /&gt;
===== S4 =====&lt;br /&gt;
* Indicates which stream the T and I elements will target. &lt;br /&gt;
* Click an unfilled star to select the stream.&lt;br /&gt;
* Hold shift and click to convert to a floating element.&lt;br /&gt;
* Hold ctrl and click to convert to a static element.&lt;br /&gt;
&lt;br /&gt;
===== S5 =====&lt;br /&gt;
Open a twitch stream in its native popup window. (Can be used to avoid ads)&lt;br /&gt;
&lt;br /&gt;
===== S6 =====&lt;br /&gt;
Open a twitch stream&#039;s native chat page in a popup window.&lt;br /&gt;
&lt;br /&gt;
===== S7 =====&lt;br /&gt;
If you have [https://fightanvidya.com/4a4a/fvsh.zip fvsh] installed you can open the selected stream in a local video player (NOT SAFE but who cares) &lt;br /&gt;
&lt;br /&gt;
===== S8 =====&lt;br /&gt;
Hide subtitles (it just mirrors the stream image)&lt;br /&gt;
&lt;br /&gt;
===== S9 =====&lt;br /&gt;
Resizes the stream element&lt;br /&gt;
* Click and drag to resize while keeping aspect ratio&lt;br /&gt;
* Hold ctrl and click to adjust aspect ratio&lt;br /&gt;
* Hold shift to add or remove compensation for control bar elements (pretty much useless nowadays)&lt;br /&gt;
* Hold alt to increase or decrease the total view area for streams&lt;br /&gt;
&lt;br /&gt;
==== Chat ====&lt;br /&gt;
===== C1 =====&lt;br /&gt;
The chat. You can read this but do not post.&lt;br /&gt;
&lt;br /&gt;
==== Other Functions ====&lt;br /&gt;
===== F1 =====&lt;br /&gt;
Toggle between 3 nonsensical options&lt;br /&gt;
* Center: the default display of FV, optimized to fit on Scanty&#039;s laptop&lt;br /&gt;
* Fit to Width: expands the page to be as wide as your current window size (not really)&lt;br /&gt;
* Fit to Height: expands the page as wide as possible without the stream icons moving out of view&lt;br /&gt;
&lt;br /&gt;
===== F2 =====&lt;br /&gt;
Toggle the appearance of snow. The rate of snowfall depends on your monitor refresh rate.&lt;br /&gt;
&lt;br /&gt;
===== F3 =====&lt;br /&gt;
You dont need to click this&lt;br /&gt;
* Free Chat Box: Disables resizing chat in relation to the stream area.&lt;br /&gt;
* Hide Chat Box: If people are being mean to you, you can hide them&lt;br /&gt;
* Fixed Chat Box: Default behavior. The chat resizes with the streams.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3029</id>
		<title>Stream page guide</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Stream_page_guide&amp;diff=3029"/>
		<updated>2025-10-25T18:33:47Z</updated>

		<summary type="html">&lt;p&gt;4a4a: Created page with &amp;quot;frame  ==== Stream ====  ===== S1 ===== Area for embedded streams. Your eyes should be here most of the time.  ===== S2 ===== Button to add another stream. You can hold shift to open it as a floating element.  ===== S3 ===== Delete the selected stream. If you aren&amp;#039;t sure which stream this will delete, please pretend you do and do not ask.  ===== S4 ===== * Indicates which stream the T and I elements will target.  * Click an unfilled star to select the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Guide.png|frame]]&lt;br /&gt;
&lt;br /&gt;
==== Stream ====&lt;br /&gt;
&lt;br /&gt;
===== S1 =====&lt;br /&gt;
Area for embedded streams. Your eyes should be here most of the time.&lt;br /&gt;
&lt;br /&gt;
===== S2 =====&lt;br /&gt;
Button to add another stream. You can hold shift to open it as a floating element.&lt;br /&gt;
&lt;br /&gt;
===== S3 =====&lt;br /&gt;
Delete the selected stream. If you aren&#039;t sure which stream this will delete, please pretend you do and do not ask.&lt;br /&gt;
&lt;br /&gt;
===== S4 =====&lt;br /&gt;
* Indicates which stream the T and I elements will target. &lt;br /&gt;
* Click an unfilled star to select the stream.&lt;br /&gt;
* Hold shift and click to convert to a floating element.&lt;br /&gt;
* Hold ctrl and click to convert to a static element.&lt;br /&gt;
&lt;br /&gt;
===== S5 =====&lt;br /&gt;
Open a twitch stream in its native popup window. (Can be used to avoid ads)&lt;br /&gt;
&lt;br /&gt;
===== S6 =====&lt;br /&gt;
Open a twitch stream&#039;s native chat page in a popup window.&lt;br /&gt;
&lt;br /&gt;
===== S7 =====&lt;br /&gt;
If you have [https://fightanvidya.com/4a4a/fvsh.zip fvsh] installed you can open the selected stream in a local video player (NOT SAFE but who cares) &lt;br /&gt;
&lt;br /&gt;
===== S8 =====&lt;br /&gt;
Hide subtitles (it just mirrors the stream image)&lt;br /&gt;
&lt;br /&gt;
===== S9 =====&lt;br /&gt;
Resizes the stream element&lt;br /&gt;
* Click and drag to resize while keeping aspect ratio&lt;br /&gt;
* Hold ctrl and click to adjust aspect ratio&lt;br /&gt;
* Hold shift to add or remove compensation for control bar elements (pretty much useless nowadays)&lt;br /&gt;
* Hold alt to increase or decrease the total view area for streams&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=File:Guide.png&amp;diff=3028</id>
		<title>File:Guide.png</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=File:Guide.png&amp;diff=3028"/>
		<updated>2025-10-25T18:16:52Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stream page diagram&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=2932</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=2932"/>
		<updated>2024-09-26T22:28:49Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* thumbnail fix?? */&lt;br /&gt;
&lt;br /&gt;
figure[typeof~=&#039;mw:File/Thumb&#039;] {&lt;br /&gt;
    width: 302px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* end thumbnail fix */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.img {&lt;br /&gt;
   vertical-align: bottom;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SkillBox {&lt;br /&gt;
 display: table-cell;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZdeco {&lt;br /&gt;
    background-color: #fffef7;&lt;br /&gt;
    color: #202122;&lt;br /&gt;
    border: 2px solid #e4afa6;&lt;br /&gt;
    border-radius: 15px;&lt;br /&gt;
    padding: 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZtable {&lt;br /&gt;
    background-color: #fffef7;&lt;br /&gt;
    color: #202122;&lt;br /&gt;
    border: 1px solid #a2a9b1;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZtable td {&lt;br /&gt;
    border: 1px solid #e4afa6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZtable th {&lt;br /&gt;
    background: #e4afa6;&lt;br /&gt;
    width:50px;&lt;br /&gt;
    height:25px;&lt;br /&gt;
    font-size:12px;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZskill {&lt;br /&gt;
    height:80px;&lt;br /&gt;
    width:150px;&lt;br /&gt;
    font-weight:bold;&lt;br /&gt;
    font-size:11px;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
    padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZskillbox {&lt;br /&gt;
    width:280px;&lt;br /&gt;
    font-size:11px;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
    padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZingame {&lt;br /&gt;
    width:260px;&lt;br /&gt;
    font-weight:italic;&lt;br /&gt;
    font-size:11px;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
    padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZcharslot {&lt;br /&gt;
    width:50px;&lt;br /&gt;
    font-size:8px;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
    border:0px !important;&lt;br /&gt;
    padding:0px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZmovedata {&lt;br /&gt;
    height:10px;&lt;br /&gt;
    width:80px;&lt;br /&gt;
    font-size:12px;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
    padding:5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZmovedata th{&lt;br /&gt;
    background: #e4afa6;&lt;br /&gt;
    font-size:12px; !important&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZmoveinfo {&lt;br /&gt;
    padding:5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZmoveinput {&lt;br /&gt;
    width:256px;&lt;br /&gt;
    background: #e4afa6;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.SDBZmoveimage {&lt;br /&gt;
    width:256px;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
    padding:0px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*Tekken 8 */&lt;br /&gt;
&lt;br /&gt;
.T8selectcont {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    left: 2px;&lt;br /&gt;
    right: 2px;&lt;br /&gt;
    bottom: 2px;&lt;br /&gt;
    z-index: 5;&lt;br /&gt;
    transition: all .5s ease-out;&lt;br /&gt;
    background: linear-gradient(0deg, rgb(0, 0, 0) 0%, rgb(0, 0, 0) 10%, rgba(0, 0, 0, 0) 54.62%);&lt;br /&gt;
    clip-path: polygon(5% 0%, 100% 0%, 100% 20%, 100% 95%, 95% 100%, 20% 100%, 0% 100%, 0% 5%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Pocket Fighter */&lt;br /&gt;
.PFtable {&lt;br /&gt;
    background: url(&amp;quot;https://fightanvidya.com/wiki/images/0/0c/Pf-bg.png&amp;quot;);&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    box-shadow: rgba(50, 50, 93, 0.25) 0px 2px 5px -1px, rgba(0, 0, 0, 0.3) 0px 1px 3px -1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PFtable td {&lt;br /&gt;
    background:  rgb(253 249 255 / 100%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PFtable th {&lt;br /&gt;
    background: rgb(225 228 255 / 75%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PFbg img {&lt;br /&gt;
    width: 429px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PFportrait {&lt;br /&gt;
    box-shadow: rgb(50 50 93 / 25%) 0px 2px 5px -1px, rgb(0 0 0 / 30%) 0px 1px 3px -1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PFportrait &amp;gt; div:first-child img {&lt;br /&gt;
    transition: opacity 500ms ease-out;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PFportrait &amp;gt; div:first-child img:hover {&lt;br /&gt;
    opacity: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PFsidebar .toc {&lt;br /&gt;
    box-shadow: rgb(50 50 93 / 25%) 0px 2px 5px -1px, rgb(0 0 0 / 30%) 0px 1px 3px -1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-how-to {&lt;br /&gt;
    display: flex;&lt;br /&gt;
    flex-direction: row;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-row {&lt;br /&gt;
    display: flex;&lt;br /&gt;
    flex-direction: row;&lt;br /&gt;
    flex: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA {&lt;br /&gt;
    position: relative;&lt;br /&gt;
    flex: 50%;&lt;br /&gt;
    margin: 0.5em;&lt;br /&gt;
    padding: 1em;&lt;br /&gt;
    background-color: #fefbf6;&lt;br /&gt;
    border: 4px solid #b6caf5;&lt;br /&gt;
    border-radius: 5px;&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
    box-shadow: rgba(50, 50, 93, 0.25) 0px 2px 5px -1px, rgba(0, 0, 0, 0.3) 0px 1px 3px -1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA h4 {&lt;br /&gt;
    color: #ea2121;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    text-transform: uppercase;&lt;br /&gt;
    font-size: 1.1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA .PF-info-header .mw-headline:before {&lt;br /&gt;
    content: &amp;quot;【 &amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA .PF-info-header .mw-headline:after {&lt;br /&gt;
    content: &amp;quot; 】&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA  .PF-info-header .mw-editsection {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 10px;&lt;br /&gt;
    right: 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA .PF-info-text {&lt;br /&gt;
    padding: 1em 1em 0;&lt;br /&gt;
    margin-bottom: 20px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA .mw-customtoggle:hover {&lt;br /&gt;
    text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA .PF-info-box {&lt;br /&gt;
    position: relative;&lt;br /&gt;
    z-index: 2;&lt;br /&gt;
    float: left;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    border: 2px solid #205cae;&lt;br /&gt;
    background-color: rgb(255 255 255 / 75%);&lt;br /&gt;
    margin: 1em;&lt;br /&gt;
    /* margin-right: 190px; */&lt;br /&gt;
    width: 150px;&lt;br /&gt;
    padding: 0 1.5em;&lt;br /&gt;
    box-shadow: rgba(50, 50, 93, 0.25) 0px 2px 5px -1px, rgba(0, 0, 0, 0.3) 0px 1px 3px -1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerA .PF-info-art {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    right: -15px;&lt;br /&gt;
    bottom: -20px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerB {&lt;br /&gt;
    display: flex;&lt;br /&gt;
    padding: 1em;&lt;br /&gt;
    margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.PF-containerB &amp;gt; .wikitable {&lt;br /&gt;
    margin: 0 0 0 2em;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2623</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2623"/>
		<updated>2022-10-21T04:06:40Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
[[File:Ralphie.jpg|thumb|right]]&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;memory recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain where information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the useful but unintuitive fields of block advantage, and the throw break if its a throw. You can edit the card template to have her vocalize something else though, since recalling unintuitive information can be needlessly difficult.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://journals.physiology.org/doi/full/10.1152/advan.00090.2011 idk]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken.guru/characters/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken7.movelist.xyz/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://github.com/TLNBS2405/mokujin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;br /&gt;
&lt;br /&gt;
Try to ignore the move name and commands on the front of the cards until you see the video. You can use them as hints afterward, but you want to make sure the video is what initially triggers the memory recall.&lt;br /&gt;
&lt;br /&gt;
If you are really having trouble recalling move information, try focusing on just the hit level. Since its an intuitive property (the animation will help you guess), it will be much easier to recall, and you&#039;ll (probably) still enjoy the benefits of building the connections in your brain.&lt;br /&gt;
&lt;br /&gt;
== Forbidden Tech ==&lt;br /&gt;
&lt;br /&gt;
=== Embrace Autism ===&lt;br /&gt;
Recalling abstract information, like frame data, solely from a move&#039;s animation can be extremely hard for a non-autistic person. Possibly even impossible since there are no context clues to indicate what the answer might be. &lt;br /&gt;
If you really want to acquire this knowledge but nothing is working, your last option may be to emulate the masters and fully immerse yourself in the realm of autism.&lt;br /&gt;
&lt;br /&gt;
[[File:cool.gif|none]]&lt;br /&gt;
&lt;br /&gt;
For each move, create a unique song or dance in your brain, or ideally perform it live, which will contain the answer to the card. For example, when you see Heihachi&#039;s DB+2 (which is -18), actually perform the motion of this attack in real life while yelling &amp;quot;Eighteen!!&amp;quot; in the same melodic pattern that Heihachi says &amp;quot;Ashi!&amp;quot; in-game.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=File:Cool.gif&amp;diff=2622</id>
		<title>File:Cool.gif</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=File:Cool.gif&amp;diff=2622"/>
		<updated>2022-10-21T04:04:35Z</updated>

		<summary type="html">&lt;p&gt;4a4a: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2621</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2621"/>
		<updated>2022-10-06T13:37:41Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
[[File:Ralphie.jpg|thumb|right]]&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;memory recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain where information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the useful but unintuitive fields of block advantage, and the throw break if its a throw. You can edit the card template to have her vocalize something else though, since recalling unintuitive information can be needlessly difficult.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://journals.physiology.org/doi/full/10.1152/advan.00090.2011 idk]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken.guru/characters/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken7.movelist.xyz/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://github.com/TLNBS2405/mokujin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;br /&gt;
&lt;br /&gt;
Try to ignore the move name and commands on the front of the cards until you see the video. You can use them as hints afterward, but you want to make sure the video is what initially triggers the memory recall.&lt;br /&gt;
&lt;br /&gt;
If you are really having trouble recalling move information, try focusing on just the hit level. Since its an intuitive property (the animation will help you guess), it will be much easier to recall, and you&#039;ll (probably) still enjoy the benefits of building the connections in your brain.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2619</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2619"/>
		<updated>2022-10-02T18:00:32Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Does it actually work? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
[[File:Ralphie.jpg|thumb|right]]&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;memory recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain where information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the useful but unintuitive fields of block advantage, and the throw break if its a throw. You can edit the card template to have her vocalize something else though, since recalling unintuitive information can be needlessly difficult.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://journals.physiology.org/doi/full/10.1152/advan.00090.2011 idk]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken.guru/characters/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken7.movelist.xyz/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://github.com/TLNBS2405/mokujin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;br /&gt;
&lt;br /&gt;
Try to ignore the move name and commands on the front of the cards until you see the video. You can use them as hints afterward, but you want to make sure the video is what initially triggers the memory recall.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2618</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2618"/>
		<updated>2022-10-02T17:00:24Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* How? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
[[File:Ralphie.jpg|thumb|right]]&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;memory recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain where information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the useful but unintuitive fields of block advantage, and the throw break if its a throw. You can edit the card template to have her vocalize something else though, since recalling unintuitive information can be needlessly difficult.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://pubmed.ncbi.nlm.nih.gov/22383406/ idk]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken.guru/characters/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken7.movelist.xyz/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://github.com/TLNBS2405/mokujin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;br /&gt;
&lt;br /&gt;
Try to ignore the move name and commands on the front of the cards until you see the video. You can use them as hints afterward, but you want to make sure the video is what initially triggers the memory recall.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2617</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2617"/>
		<updated>2022-10-02T16:56:26Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* WHY?? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
[[File:Ralphie.jpg|thumb|right]]&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;memory recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain where information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://pubmed.ncbi.nlm.nih.gov/22383406/ idk]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken.guru/characters/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken7.movelist.xyz/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://github.com/TLNBS2405/mokujin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;br /&gt;
&lt;br /&gt;
Try to ignore the move name and commands on the front of the cards until you see the video. You can use them as hints afterward, but you want to make sure the video is what initially triggers the memory recall.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2616</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2616"/>
		<updated>2022-10-02T16:49:37Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Does it actually work? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
[[File:Ralphie.jpg|thumb|right]]&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain where information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://pubmed.ncbi.nlm.nih.gov/22383406/ idk]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken.guru/characters/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken7.movelist.xyz/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://github.com/TLNBS2405/mokujin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;br /&gt;
&lt;br /&gt;
Try to ignore the move name and commands on the front of the cards until you see the video. You can use them as hints afterward, but you want to make sure the video is what initially triggers the memory recall.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2615</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2615"/>
		<updated>2022-10-02T16:48:55Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Does it actually work? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
[[File:Ralphie.jpg|thumb|right]]&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain where information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://zhighley.com/spaced-repetition-evidence-and-anki-tutorial/ idk]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken.guru/characters/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken7.movelist.xyz/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://github.com/TLNBS2405/mokujin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;br /&gt;
&lt;br /&gt;
Try to ignore the move name and commands on the front of the cards until you see the video. You can use them as hints afterward, but you want to make sure the video is what initially triggers the memory recall.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2614</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2614"/>
		<updated>2022-10-02T16:42:05Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* WHY?? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
[[File:Ralphie.jpg|thumb|right]]&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain where information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken.guru/characters/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://tekken7.movelist.xyz/&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;https://github.com/TLNBS2405/mokujin&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;br /&gt;
&lt;br /&gt;
Try to ignore the move name and commands on the front of the cards until you see the video. You can use them as hints afterward, but you want to make sure the video is what initially triggers the memory recall.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=File:Ralphie.jpg&amp;diff=2613</id>
		<title>File:Ralphie.jpg</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=File:Ralphie.jpg&amp;diff=2613"/>
		<updated>2022-10-02T16:41:31Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;m&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2610</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2610"/>
		<updated>2022-10-02T04:43:13Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;br /&gt;
&lt;br /&gt;
You can change which field is used to sort cards (Look for &amp;quot;Fields...&amp;quot;) Try sorting by notation&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2609</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2609"/>
		<updated>2022-10-02T04:40:57Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
You can filter breakable throws by searching for &amp;quot;break&amp;quot; in the card browser.&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2608</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2608"/>
		<updated>2022-10-02T03:33:32Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/folder/gcZkQDgb#UIEheHc0OsACzKZxIN4aHg Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2607</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2607"/>
		<updated>2022-10-02T03:27:05Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Some of the data is wrong */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check these links and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2606</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2606"/>
		<updated>2022-10-02T03:25:43Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* How? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life if you wish to know all the frame data on your deathbed.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check here and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2605</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2605"/>
		<updated>2022-10-02T03:24:30Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* How? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039; You &#039;&#039;&#039;must&#039;&#039;&#039; use this deck for the rest of your life.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check here and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2604</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2604"/>
		<updated>2022-10-02T03:24:00Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* How? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check here and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2603</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2603"/>
		<updated>2022-10-02T03:23:54Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* How? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. &lt;br /&gt;
&#039;&#039;&#039;Once you start, this is a lifelong commitment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check here and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2602</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2602"/>
		<updated>2022-10-02T03:22:47Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue &#039;&#039;&#039;every day&#039;&#039;&#039; for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on. Don&#039;t forget, you&#039;re here forever.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check here and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2601</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2601"/>
		<updated>2022-10-02T03:22:13Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* How? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must&#039;&#039;&#039; finish your &amp;quot;Reviews&amp;quot; queue each day for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check here and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2600</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2600"/>
		<updated>2022-10-02T03:21:22Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* How? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
You must finish your &amp;quot;Reviews&amp;quot; queue each day for the anki algorithm to work. It schedules cards you have trouble with more often, and eases up on cards you do well on.&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check here and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Main_Page&amp;diff=2599</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Main_Page&amp;diff=2599"/>
		<updated>2022-10-02T03:15:51Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;quot;If Fightan Vidya don&#039;t have it, you don&#039;t need it.&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| Fightan&lt;br /&gt;
----&lt;br /&gt;
| Sites&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%;&amp;quot;| [[Super Dragon Ball Z]]&amp;lt;br&amp;gt;[[Pocket Fighter]]&lt;br /&gt;
| |[[GGPO]]&amp;lt;br&amp;gt;[[Shoryuken]]&amp;lt;br&amp;gt;[[Fightan Vidya]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Other&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| Shut Up Bitch&lt;br /&gt;
[[Collecting Framedata and Hitboxes]]&lt;br /&gt;
&lt;br /&gt;
[[Anki]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Main_Page&amp;diff=2598</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Main_Page&amp;diff=2598"/>
		<updated>2022-10-02T03:15:38Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;quot;If Fightan Vidya don&#039;t have it, you don&#039;t need it.&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
| Fightan&lt;br /&gt;
----&lt;br /&gt;
| Sites&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width:50%;&amp;quot;| [[Super Dragon Ball Z]]&amp;lt;br&amp;gt;[[Pocket Fighter]]&lt;br /&gt;
| |[[GGPO]]&amp;lt;br&amp;gt;[[Shoryuken]]&amp;lt;br&amp;gt;[[Fightan Vidya]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Other&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| Shut Up Bitch&lt;br /&gt;
[[Collecting Framedata and Hitboxes]]&lt;br /&gt;
[[Anki]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2597</id>
		<title>Anki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Anki&amp;diff=2597"/>
		<updated>2022-10-02T03:14:05Z</updated>

		<summary type="html">&lt;p&gt;4a4a: Created page with &amp;quot;right   == Download == [https://mega.nz/fm/kcJE3bDI Download]  == WHY?? == The goal of this deck is to increase &amp;#039;&amp;#039;recall speed&amp;#039;&amp;#039; after &amp;#039;&amp;#039;seein...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mqdefault (1).jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://mega.nz/fm/kcJE3bDI Download]&lt;br /&gt;
&lt;br /&gt;
== WHY?? ==&lt;br /&gt;
The goal of this deck is to increase &#039;&#039;recall speed&#039;&#039; after &#039;&#039;seeing moves&#039;&#039; in Tekken.&lt;br /&gt;
&lt;br /&gt;
The idea is that the act of repeatedly challenging your brain to recall &#039;&#039;&#039;any&#039;&#039;&#039; piece of information (hit level, frame data, or even just the move name) after &#039;&#039;&#039;seeing&#039;&#039;&#039; the move will gradually excavate the neural pathway from your eyeballs to the location in your brain that information about the specific move is stored.&lt;br /&gt;
&lt;br /&gt;
Once the hashmap of &#039;&#039;&amp;quot;Visual Stimulus&amp;quot; -&amp;gt; &amp;quot;What I know about this move&amp;quot;&#039;&#039; is well established, basic recognition and the ability to learn new information about the move will become frictionless.&lt;br /&gt;
&lt;br /&gt;
== How? ==&lt;br /&gt;
A video of each move (that appears in the movelist) will be on the front of the cards. The back of the cards show some information about the moves like frame data, hit levels, and damage.&lt;br /&gt;
&lt;br /&gt;
The challenge is to recall any information about the move you like. &lt;br /&gt;
By default, I&#039;ve let the text to speech girl announce the block advantage, or the throw break if its a throw. You can edit the card template to have her vocalize something else though.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t recommend studying every card in order. The best way to use this deck is to turn on anki every day, and schedule specific moves you had trouble with recently into the &amp;quot;New&amp;quot; queue (I don&#039;t recommend more than 10 new cards a day. Reviews in anki quickly pile up. I wouldn&#039;t do more than 1 or 2 personally)&lt;br /&gt;
&lt;br /&gt;
== Does it actually work? ==&lt;br /&gt;
idk&lt;br /&gt;
&lt;br /&gt;
== Some of the data is wrong ==&lt;br /&gt;
Sorry, there&#039;s way too many moves to QA this. Check here and you can update any of your personal cards:&lt;br /&gt;
&lt;br /&gt;
https://tekken.guru/characters/&lt;br /&gt;
https://tekken7.movelist.xyz/&lt;br /&gt;
https://github.com/TLNBS2405/mokujin&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=File:Mqdefault_(1).jpg&amp;diff=2596</id>
		<title>File:Mqdefault (1).jpg</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=File:Mqdefault_(1).jpg&amp;diff=2596"/>
		<updated>2022-10-02T03:11:46Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Lei-Lei&amp;diff=2496</id>
		<title>Pocket Fighter/Lei-Lei</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Lei-Lei&amp;diff=2496"/>
		<updated>2022-07-20T23:44:45Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Frame Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
[[File:Pf-lei-lei-story.png|thumb|none|320px|&amp;quot;Just do Tenraiha and then press S&amp;quot;]] &lt;br /&gt;
[[File:Pf-lei-lei-combo-route-simple.png|thumb|none|300px|simplified flash combo giude]]&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
{| class=&amp;quot;wikitable PFtable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;text-align:center; border: 0; width: 180px&amp;quot;| &amp;lt;div&amp;gt;[[File:Pf-lei-lei2.gif]]&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.75em;background: #fff;border-radius: 5px;border: 1px solid #a2a9b1&amp;quot;&amp;gt;If you won&#039;t block it, it&#039;s a combo&amp;lt;/div&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 10%&amp;quot; | Application&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 40%; min-width: 350px&amp;quot; | Notation&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Damage*&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; width: 40%; max-width: 400px&amp;quot; | Notes&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Demo&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;font-size:0.75em; border: 0;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Poke&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Main Combo. Leaves you at a good distance to start mixups and is safe on block ([[#Fried_Rice_Combo_B|-1]]). You can start holding S during this to prepare a [[#Vampire_Dash|Vampire Dash]].&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[[http://www.youtube.com/watch?v=SP2TEbvoFTk View]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Unsafe Low&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | [[#Dash_Kick|Dash K]] is punishable ([[#Dash_Kick|-6]]). [[#Tenkaisan|Tenkaisan]] can be replaced with [[#Pursuit_Attack|Pursuit Attack]]. Watch out for wall splat giving opponent strike invulnerability on the way down.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Buffer / Mixup&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]] xx [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Option select poke into super or Low option from empty jump. Can also use from [[#Vampire_Dash|Vampire Dash]] for a side switch mixup. Safe distance on block ([[#Tenkaisan|-4]]).&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Mixup&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jk.png|link=|bottom|j.K]] ・ [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]] xx [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | High option. The gems can build back around 2 bars of super meter. Replace [[#Tenkaisan|Tenkaisan]] with [[#Rairai_Kyuu|Rairai Kyuu]] to trade the gems for 6 more damage and better corner carry.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Punish&lt;br /&gt;
| &amp;lt;small&amp;gt;(&#039;&#039;Immediately after Block Stop&#039;&#039;)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Link from [[#Guard_Cancel|Guard Cancel]]. Whiffs on airborne and counterhit. Also works from [[#Guard_Crush_Counter|Guard Crush Counter]].&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Max Damage&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jk.png|link=|bottom|j.K]] ・ [[File:Pf-bubble-bomb.png|link=|bottom|24px|Bomb]] ・ [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Make sure to hit the [[#Dash_Kick|Dash K]] as late as possible, otherwise [[#Tenkaisan|Tenkaisan]] will whiff. Wall splat note above applies here too.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[[http://www.youtube.com/watch?v=5HpF3TAtBLI View]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Command Throw&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Teching her [[#Air_Throw|air throw]] doesn&#039;t do anything but the game will still give you points for trying.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Command Throw&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 47&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Sakura, Lei-Lei, Felicia only. See: [[#Houtengeki|Houtengeki]].&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Counter Hit&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]] ・ [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]] xx [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 39&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | 1F link from counter hit [[#5P|5P]]. Try to confirm with the opponent&#039;s startup animation, &amp;quot;2 Hit&amp;quot; message is only visibile for 13F. [[#Tenkaisan|Tenkaisan]] can be replaced with any [[#Mighty_Combo|super]], but [[#Rairai_Kyuu|Rairai Kyuu]] can whiff outside of the corner.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[[http://www.youtube.com/watch?v=ry_xtDUuKQ4 View]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| End Friendship&lt;br /&gt;
| &amp;lt;small&amp;gt;(&#039;&#039;After [[File:Pf-p.png|link=|bottom|P|18px]] &amp;gt; [[File:Pf-p.png|link=|bottom|P|18px]] &amp;gt; [[File:Dir-4.png|link=|bottom|4|14px]] + [[File:Pf-p.png|link=|bottom|P|18px]] ...&#039;&#039;)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-bubble-bomb.png|link=|bottom|24px|Bomb]] ・ [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | You actually can&#039;t block the first active frame of any item she tosses. They would have to throw out an invincible or 8F move at reversal timing to stop this particular setup.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:0.75em; text-align: center; border: 0;&amp;quot; | &#039;&#039;&#039;Key:&#039;&#039;&#039; (&amp;lt;big&amp;gt;&#039;&#039;&#039;・&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Link / (&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Gatling / (&amp;lt;big&amp;gt;&#039;&#039;&#039;xx&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Cancel &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; (*All damage values vs. Lei-Lei)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;PFsidebar&amp;quot; style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;[[File:Pf-lei-lei-move.png|center|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;PFportrait&amp;quot; style=&amp;quot;display:flex; overflow-x:hidden; justify-content: center; border: 1px solid #a2a9b1; border-radius: 5px; margin: 5px; position: relative&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;position:relative; z-index: 1; position: absolute; bottom: 0&amp;quot;&amp;gt;[[File:Pf-lei-lei-hd1.png|none|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div class=&amp;quot;PFbg&amp;quot; style=&amp;quot;position:relative; z-index: -1&amp;quot;&amp;gt;[[File:Pf-stg-lei-lei.gif|none|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Frame Data=&lt;br /&gt;
&lt;br /&gt;
== Normals ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = 驚爪&lt;br /&gt;
|kana= きょうそう&lt;br /&gt;
|romaji= Kyousou&lt;br /&gt;
|altname = 5P&lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 7&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 10&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 5K&lt;br /&gt;
|name = 刺脚&lt;br /&gt;
|kana= しきゃく&lt;br /&gt;
|romaji= Shikyaku&lt;br /&gt;
|altname = 5K&lt;br /&gt;
|image = [[File:Pf-lei-lei-5k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 14&lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 18&lt;br /&gt;
|hit = -3&lt;br /&gt;
|block = -4&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Crush ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 5S&lt;br /&gt;
|name = 孔岩&lt;br /&gt;
|kana= くろっく&lt;br /&gt;
|romaji= Kurokku&lt;br /&gt;
|altname = 5S&lt;br /&gt;
|image = [[File:Pf-lei-lei-5s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-5s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-5s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 29~89&lt;br /&gt;
|active = 4 + 4&lt;br /&gt;
|recovery = 29&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 1S or 2S or 3S&lt;br /&gt;
|name = 射千露&lt;br /&gt;
|kana= いちろー&lt;br /&gt;
|romaji= Ichirou&lt;br /&gt;
|altname = 2S&lt;br /&gt;
|image = [[File:Pf-lei-lei-2s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-2s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-2s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-2s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 34~94&lt;br /&gt;
|active = 2 + 6&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Steal Blue Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Ichiro_Suzuki Suzuki Ichiro][https://www.youtube.com/watch?v=gcmTD_WFq30]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput = &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-4.png|link=|bottom|4]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 4S or 6S&lt;br /&gt;
|name = 突々棒士&lt;br /&gt;
|kana= つくつくぼうし&lt;br /&gt;
|romaji= Tsukutsuku Boushi&lt;br /&gt;
|altname = 6S&lt;br /&gt;
|image = [[File:Pf-lei-lei-6s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-6s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 36~96&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 26&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Steal Yellow Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Air Normals ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]]&lt;br /&gt;
|notation = j.P&lt;br /&gt;
|name = 空鉄&lt;br /&gt;
|kana= くうてつ&lt;br /&gt;
|romaji= Kuutetsu&lt;br /&gt;
|altname = j.P&lt;br /&gt;
|image = [[File:Pf-lei-lei-jp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-jp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 13&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (max)&lt;br /&gt;
|block = +11 (max)&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* Throw invul. (Frame: 2~9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|notation = j.K&lt;br /&gt;
|name = 空蹴&lt;br /&gt;
|kana= くうしゅう&lt;br /&gt;
|romaji= Kuushuu&lt;br /&gt;
|altname = j.K&lt;br /&gt;
|image = [[File:Pf-lei-lei-jk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-jk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 14&lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (max)&lt;br /&gt;
|block = +11 (max)&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* Throw invul. (Frame: 2~7)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dash Attacks ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 66P&lt;br /&gt;
|name = 謝々衝&lt;br /&gt;
|kana= しぇいしぇいしょう&lt;br /&gt;
|romaji= Xièxie Shou&lt;br /&gt;
|altname = Dash Punch&lt;br /&gt;
|image = [[File:Pf-lei-lei-66p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-66p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 13&lt;br /&gt;
|stun = 10&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 14&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 27&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -8&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~16)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 66K&lt;br /&gt;
|name = 熱々麺&lt;br /&gt;
|kana= ぜつぜつめん&lt;br /&gt;
|romaji= Zetsuzetsu Men&lt;br /&gt;
|altname = Dash Kick&lt;br /&gt;
|image = [[File:Pf-lei-lei-66k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-66k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 18&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 18&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 24&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -6&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~21)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = P + K&lt;br /&gt;
|name = 放身&lt;br /&gt;
|kana= ほうしん&lt;br /&gt;
|romaji= Houshin&lt;br /&gt;
|altname = Throw&lt;br /&gt;
|image = [[File:Pf-lei-lei-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 18&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 2&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Launch (Throw Tech)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Techable Throw&#039;&#039;&#039; (Damage Reduction)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|notation = j.P + j.K&lt;br /&gt;
|name = 斬波&lt;br /&gt;
|kana= ざんぱ&lt;br /&gt;
|romaji= Zanpa&lt;br /&gt;
|altname = Air Throw&lt;br /&gt;
|image = [[File:Pf-lei-lei-airthrow.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-airthrow-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 20&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 2&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Knockdown (Throw Tech)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Techable Throw&#039;&#039;&#039; (No effect)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 63214 + P + K&lt;br /&gt;
|name = 高放身&lt;br /&gt;
|kana= こうほうしん&lt;br /&gt;
|romaji= Kouhoushin&lt;br /&gt;
|altname = Kouhoushin&lt;br /&gt;
|image = [[File:Pf-lei-lei-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 20&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 41236 + P + K&lt;br /&gt;
|name = 放天撃&lt;br /&gt;
|kana= ほうてんげき&lt;br /&gt;
|romaji= Houtengeki&lt;br /&gt;
|altname = Houtengeki&lt;br /&gt;
|image = [[File:Pf-lei-lei-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 1 + 3*7&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 4 + 1*7&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 17~77&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039; ([[File:Pf-icon-sakura.png|link=Pocket_Fighter/Sakura|Sakura]][[File:Pf-icon-lei-lei.png|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]][[File:Pf-icon-felicia.png|link=Pocket_Fighter/Felicia|Felicia]])&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039; ([[File:Pf-icon-ryu.png|link=Pocket_Fighter/Ryu|Ryu]][[File:Pf-icon-ken.png|link=Pocket_Fighter/Ken|Ken]][[File:Pf-icon-chun-li.png|link=Pocket_Fighter/Chun-Li|Chun-Li]][[File:Pf-icon-morrigan.png|link=Pocket_Fighter/Morrigan|Morrigan]][[File:Pf-icon-tabasa.png|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]][[File:Pf-icon-ibuki.png|link=Pocket_Fighter/Ibuki|Ibuki]][[File:Pf-icon-zangief.png|link=Pocket_Fighter/Zangief|Zangief]][[File:Pf-icon-gouki.png|link=Pocket_Fighter/Gouki|Gouki/Akuma]][[File:Pf-icon-dan.png|link=Pocket_Fighter/Dan|Dan]])&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039; (Only affects startup time)&lt;br /&gt;
* Juggle state only applies to &#039;&#039;&#039;Sakura, Lei-Lei, Felicia&#039;&#039;&#039;. The rest of the cast immediately goes into the knockdown state in mid-air which means they can be attacked with pursuit before they hit the ground.&lt;br /&gt;
* 8 Hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Normals ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 2P&lt;br /&gt;
|name = 貂笛&lt;br /&gt;
|kana= てんてき&lt;br /&gt;
|romaji= Tenteki&lt;br /&gt;
|altname = 2P&lt;br /&gt;
|image = [[File:Pf-lei-lei-2p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-2p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 1&lt;br /&gt;
|meter = 2&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 14&lt;br /&gt;
|hit = -5&lt;br /&gt;
|block = -6&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~8)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 1K or 2K or 3K&lt;br /&gt;
|name = 車爛駆&lt;br /&gt;
|kana= しゃらんく&lt;br /&gt;
|romaji= Sharanku&lt;br /&gt;
|altname = 2K&lt;br /&gt;
|image = [[File:Pf-lei-lei-2k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-2k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 11&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 25&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -17&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~13)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 3P&lt;br /&gt;
|name = 霊牙&lt;br /&gt;
|kana= &lt;br /&gt;
|romaji= Ryouga&lt;br /&gt;
|altname = 3P&lt;br /&gt;
|image = [[File:Pf-lei-lei-3p-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-3p-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-3p-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-3p-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 14&lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 11&lt;br /&gt;
|active = 3 + 2&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = -4&lt;br /&gt;
|block = -5&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 6P&lt;br /&gt;
|name = 笑獣牙&lt;br /&gt;
|kana= しょうじゅうが&lt;br /&gt;
|romaji= Shoujuuga&lt;br /&gt;
|altname = 6P&lt;br /&gt;
|image = [[File:Pf-lei-lei-6p-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-6p-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-6p-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-6p-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 13, 9&lt;br /&gt;
|stun = 5, 3&lt;br /&gt;
|meter = 3, 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 2 + 2&lt;br /&gt;
|recovery = 31&lt;br /&gt;
|hit = -12&lt;br /&gt;
|block = -13&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 6K&lt;br /&gt;
|name = 切離鋸&lt;br /&gt;
|kana= きりこ&lt;br /&gt;
|romaji= Kiriko&lt;br /&gt;
|altname = 6K&lt;br /&gt;
|image = [[File:Pf-lei-lei-6k-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-6k-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-6k-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-6k-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 20, 13&lt;br /&gt;
|stun = 5, 3&lt;br /&gt;
|meter = 3, 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 2 + 4&lt;br /&gt;
|recovery = 27&lt;br /&gt;
|hit = -9&lt;br /&gt;
|block = -10&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
* 2 Hits&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flash Combo ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; P&lt;br /&gt;
|name = 微塵刀&lt;br /&gt;
|kana= みじんとう&lt;br /&gt;
|romaji= Mijintou&lt;br /&gt;
|altname = Fried Rice Combo A&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 9&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 23&lt;br /&gt;
|hit = -13&lt;br /&gt;
|block = -14&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 炒丸鉄&lt;br /&gt;
|kana= ちゃおがんてつ&lt;br /&gt;
|romaji= Chaogantetsu&lt;br /&gt;
|altname = Fried Rice Combo B&lt;br /&gt;
|image = [[File:Pf-lei-lei-5ppp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5ppp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 11&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 痴爺亜叛&lt;br /&gt;
|kana= ちゃーはん&lt;br /&gt;
|romaji= Chaahan&lt;br /&gt;
|altname = Fried Rice Combo C&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pppp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pppp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 14&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 6&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 24&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 30&lt;br /&gt;
|hit = -10&lt;br /&gt;
|block = -11&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; K&lt;br /&gt;
|name = 否漏&lt;br /&gt;
|kana= ぴろー&lt;br /&gt;
|romaji= Pirou&lt;br /&gt;
|altname = Awakening Combo A&lt;br /&gt;
|image = [[File:Pf-lei-lei-5ppk-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5ppk-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-5ppk-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-5ppk-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 6 + 7&lt;br /&gt;
|stun = 2 + 2&lt;br /&gt;
|meter = 2 + 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 2 + 4&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = -12&lt;br /&gt;
|block = -13&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 孔岩&lt;br /&gt;
|kana= くろっく&lt;br /&gt;
|romaji= Kurokku&lt;br /&gt;
|altname = Awakening Combo B&lt;br /&gt;
|image = [[File:Pf-lei-lei-5s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-5s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-5s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = Red&lt;br /&gt;
|startup = 37~97&lt;br /&gt;
|active = 6&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K&lt;br /&gt;
|name = 禽斗&lt;br /&gt;
|kana= きんと&lt;br /&gt;
|romaji= Kinto&lt;br /&gt;
|altname = Goku Combo A&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 9&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = -12&lt;br /&gt;
|block = -13&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 突刺棒&lt;br /&gt;
|kana= つくしんぼう&lt;br /&gt;
|romaji= Tsukushinbou&lt;br /&gt;
|altname = Goku Combo B&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pkk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pkk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 11&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 14&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 26&lt;br /&gt;
|hit = -14&lt;br /&gt;
|block = -15&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 好々弾&lt;br /&gt;
|kana= よいよいだん&lt;br /&gt;
|romaji= Yoiyoi Dan&lt;br /&gt;
|altname = Goku Combo C&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pkkk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pkkk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 4*3&lt;br /&gt;
|stun = 2*3&lt;br /&gt;
|meter = 6*3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 21&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = 17&lt;br /&gt;
|hit = &lt;br /&gt;
|block = +4&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; P&lt;br /&gt;
|name = 駕汰&lt;br /&gt;
|kana= がーたー&lt;br /&gt;
|romaji= Gaataa&lt;br /&gt;
|altname = Strike Combo A&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pkp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pkp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 9&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 17&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 31&lt;br /&gt;
|hit = -21&lt;br /&gt;
|block = -22&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 素虎行&lt;br /&gt;
|kana= すとらいく&lt;br /&gt;
|romaji= Sutoraiku&lt;br /&gt;
|altname = Strike Combo B&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pkpp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pkpp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 22&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 32~92&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-214.png|link=|bottom|214]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 214P&lt;br /&gt;
|name = 返響器&lt;br /&gt;
|kana= へんきょうき&lt;br /&gt;
|romaji= Henkyouki&lt;br /&gt;
|altname = Henkyouki&lt;br /&gt;
|image = [[File:Pf-lei-lei-214p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-214p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = &lt;br /&gt;
|gems = Blue&lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = -10&lt;br /&gt;
|block = -11&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 236P&lt;br /&gt;
|name = 暗器砲&lt;br /&gt;
|kana= あんきほう&lt;br /&gt;
|romaji= Ankihou&lt;br /&gt;
|altname = Ankihou&lt;br /&gt;
|image = [[File:Pf-lei-lei-236p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-236p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = &lt;br /&gt;
|gems = Red&lt;br /&gt;
|startup = 18~111&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = -21&lt;br /&gt;
|block = -22&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: 2~20~113)&lt;br /&gt;
* Items thrown change based on charge time&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = 41236K&lt;br /&gt;
|name = 地霊刀&lt;br /&gt;
|kana= じれいとう&lt;br /&gt;
|romaji= Jireitou&lt;br /&gt;
|altname = Jireitou&lt;br /&gt;
|image = [[File:Pf-lei-lei-41236k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-41236k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = &lt;br /&gt;
|gems = Yellow&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = -41&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: 2~7)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mighty Combo ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 236236K&lt;br /&gt;
|name = 来々球&lt;br /&gt;
|kana= らいらいきゅう&lt;br /&gt;
|romaji= Rairai Kyuu&lt;br /&gt;
|altname = Rairai Kyuu&lt;br /&gt;
|image = [[File:Pf-lei-lei-rairai-kyuu.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-rairai-kyuu-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 3*9 + 28&lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 4 + 0&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = -33&lt;br /&gt;
|effects = &lt;br /&gt;
* Flatten (Ground)&lt;br /&gt;
* Launch (Airborne)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
* 10 Hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-23.png|link=|bottom|23]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 23623K&lt;br /&gt;
|name = 天回傘&lt;br /&gt;
|kana= てんかいさん&lt;br /&gt;
|romaji= Tenkaisan&lt;br /&gt;
|altname = Tenkaisan&lt;br /&gt;
|image = [[File:Pf-lei-lei-tenkaisan.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-tenkaisan-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 2 + 1*18 + 16&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6 + 0&lt;br /&gt;
|active = 5&lt;br /&gt;
|recovery = 14 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 26&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -4&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~8)&lt;br /&gt;
* 20 Hit&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* [https://ja.wikipedia.org/wiki/海老一染之助・染太郎 Osome Brothers] [https://www.youtube.com/watch?v=O6dZFheWeUw]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] ~ [[File:Pf-s.png|link=|bottom|S]] ~ [[File:Pf-k.png|link=|bottom|K]] ~ [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 23623K&lt;br /&gt;
|name = 天雷破&lt;br /&gt;
|kana= てんらいは&lt;br /&gt;
|romaji= Tenraiha&lt;br /&gt;
|altname = Tenraiha&lt;br /&gt;
|image = [[File:Pf-lei-lei-tenraiha-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-tenraiha-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-tenraiha-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-tenraiha-b-hb.png|bottom|372px]]&lt;br /&gt;
|image3 = [[File:Pf-lei-lei-tenraiha-c.png|bottom|372px]]&lt;br /&gt;
|hitbox3 = [[File:Pf-lei-lei-tenraiha-c-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 18, 8 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 4 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 6*8&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6 + 2&lt;br /&gt;
|active = 4 + 1, 4, -&lt;br /&gt;
|recovery = 40&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -35&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039; (Spike balls)&lt;br /&gt;
* Launch (Weight vs Airborne)&lt;br /&gt;
* Flatten (Weight vs Grounded)&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039; (Shockwave)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039; (Spike balls)&lt;br /&gt;
* Air Unblockable (Weight)&lt;br /&gt;
* Infinite Horizontal Reach (Shockwave)&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]]&lt;br /&gt;
|altinput = [[File:Dir-4.png|link=|bottom|4]] [[File:Dir-4.png|link=|bottom|4]]&lt;br /&gt;
|notation = j.66&lt;br /&gt;
|name = Air Dash&lt;br /&gt;
|kana= 空中ダッシュ&lt;br /&gt;
|romaji= 空中ダッシュ&lt;br /&gt;
|altname = Air Dash&lt;br /&gt;
|image = [[File:Pf-lei-lei-airdash.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-airdash-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &lt;br /&gt;
|damage = &lt;br /&gt;
|stun = &lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 1&lt;br /&gt;
|active = 37&lt;br /&gt;
|recovery = 7 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 2&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movement Cancel&#039;&#039;&#039; (2F additional recovery)&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* Additional actions possible from Frame 8&lt;br /&gt;
* Unlimited uses per jump&lt;br /&gt;
* Instant Air Dash input is strict compared to other games. If you need to get the lowest possible IAD, try using a very deliberate 8956 motion. 6956 will drop. &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://seimitsuin.thebase.in/items/32093707]&amp;lt;/span&amp;gt;&lt;br /&gt;
* Cancelling the Air Dash by inputting the opposite direction can be used as a substitute for a Perfect IAD. You can get the same frame advantage from both options, but it will be easier to react to.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Pf-s.png|link=|bottom|S]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; + [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]]&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = Vampire Dash&lt;br /&gt;
|kana= ヴァンパイアダッシュ&lt;br /&gt;
|romaji= ヴァンパイアダッシュ&lt;br /&gt;
|altname =  Vampire Dash&lt;br /&gt;
|image = [[File:Pf-lei-lei-vdash.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-vdash-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &lt;br /&gt;
|damage = &lt;br /&gt;
|stun = &lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 17&lt;br /&gt;
|recovery = 17&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Passthrough&#039;&#039;&#039; (Frame: 10~27)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 10~27)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 10~27)&lt;br /&gt;
* Throw Invul. (Frame: 10~27)&lt;br /&gt;
* Can link into itself without releasing inputs until the wall is reached&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 8P&lt;br /&gt;
|name = Pursuit Attack&lt;br /&gt;
|kana= 追い討ち攻撃&lt;br /&gt;
|romaji= 追い討ち攻撃&lt;br /&gt;
|altname =  Pursuit Attack&lt;br /&gt;
|image = [[File:Pf-lei-lei-pursuit.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-pursuit-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &lt;br /&gt;
|damage = 8&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = 4 &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 16 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 32 (effective)&lt;br /&gt;
|active = 6&lt;br /&gt;
|recovery = 33&lt;br /&gt;
|hit = +1&lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Can only hit Knocked Down opponents&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-rs.png|link=|bottom|S(x2)]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = S(x2)&lt;br /&gt;
|name = Easy Reversal&lt;br /&gt;
|kana= イージーリバーサル&lt;br /&gt;
|romaji= イージーリバーサル&lt;br /&gt;
|altname = Easy Reversal&lt;br /&gt;
|image = [[File:Pf-lei-lei-41236k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-41236k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 18&lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = -41&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = K + S&lt;br /&gt;
|name = Item Toss&lt;br /&gt;
|kana= アイテム投げ&lt;br /&gt;
|romaji= アイテム投げ&lt;br /&gt;
|altname =  Item Toss&lt;br /&gt;
|image = [[File:Pf-lei-lei-toss.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-toss-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; Mid&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = &lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = -&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039; (Bomb)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unblockable&#039;&#039;&#039; (Frame: 9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 2 + K + S&lt;br /&gt;
|name = Item Set&lt;br /&gt;
|kana= アイテム置き&lt;br /&gt;
|romaji= アイテム置き&lt;br /&gt;
|altname =  Item Set&lt;br /&gt;
|image = [[File:Pf-lei-lei-set.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-set-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = &lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 11&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 29 (from input)&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039; (Bomb)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Self Damage&#039;&#039;&#039;&lt;br /&gt;
* Bomb hits frame 327 (TODO: test other items)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = Guard Cancel&lt;br /&gt;
|kana= ガードキャンセル&lt;br /&gt;
|romaji= ガードキャンセル&lt;br /&gt;
|altname =  Guard Cancel&lt;br /&gt;
|image = [[File:Pf-lei-lei-gc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-gc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 1&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 10&lt;br /&gt;
|hit = +9&lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-4.png|link=|bottom|4]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 4S&lt;br /&gt;
|name = Guard Crush Counter&lt;br /&gt;
|kana= ガードクラッシュ返し&lt;br /&gt;
|romaji= ガードクラッシュ返し&lt;br /&gt;
|altname =  Guard Crush Counter&lt;br /&gt;
|image = [[File:Pf-lei-lei-counter.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-counter-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 12&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 0&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 10&lt;br /&gt;
|hit = +10&lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = P + K + S&lt;br /&gt;
|name = Mega Crush&lt;br /&gt;
|kana= メガクラッシュ&lt;br /&gt;
|romaji= メガクラッシュ&lt;br /&gt;
|altname =  Mega Crush&lt;br /&gt;
|image = [[File:Pf-lei-lei-mc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-mc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 1*4&lt;br /&gt;
|stun = 1*4&lt;br /&gt;
|meter = -∞&lt;br /&gt;
|gems = -∞&lt;br /&gt;
|startup = 2 + 0&lt;br /&gt;
|active = 4 (4) 4 (4) 4 (4) 2&lt;br /&gt;
|recovery = 29&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
* 4 Hit (Might not get all hits)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = P + K + S&lt;br /&gt;
|name = Counter Crush&lt;br /&gt;
|kana= カウンタークラッシュ&lt;br /&gt;
|romaji= カウンタークラッシュ&lt;br /&gt;
|altname =  Counter Crush&lt;br /&gt;
|image = [[File:Pf-lei-lei-cc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-cc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 10&lt;br /&gt;
|meter = -∞&lt;br /&gt;
|gems = -∞&lt;br /&gt;
|startup = 2 + 0&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = Big Name&lt;br /&gt;
|romaji= Small Name&lt;br /&gt;
|altname = &lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* Flatten&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Cross Up Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw invul. (Frame: 2~??)&lt;br /&gt;
* 999 Hits&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* Infinite Horizontal Reach&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2495</id>
		<title>Pocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2495"/>
		<updated>2022-07-20T17:11:21Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pocket Fighter (Super Gem Fighter Mini Mix outside Japan), its a 2D arcade fighting game develop by Capcom for the CPS II system in &#039;&#039;&#039;1997&#039;&#039;&#039;. The most notable aspect its the &#039;&#039;&#039;chibi looking graphics&#039;&#039;&#039;, this is because the original idea of the game was to be &amp;quot;a &#039;&#039;&#039;Street Fighter for Kids&#039;&#039;&#039;&amp;quot;, which it would lead to the use of the SD (Super Deformed) &#039;&#039;&#039;art&#039;&#039;&#039;. The game &#039;&#039;&#039;its a spin-off of the puzzle game&#039;&#039;&#039;: Super Puzzle Fighter II Turbo (a spin-off of the original Super Street FIghter II Turbo and Street Fighter Alpha), from which it would inherit some of the characters cast, the art style and one of the key mechanics of the game: &#039;&#039;&#039;The Gems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The roster, its conformed for some of capcom&#039;s most famous franchise: Street Fighter II, Darkstalkers, Street Fighter Alpha, and the inclusion of some cps3 system titles: Street Fighter III and &#039;&#039;&#039;Read Earth&#039;&#039;&#039;, other characters are included as cameos in the backgrounds.&lt;br /&gt;
&lt;br /&gt;
1997 Capcom&lt;br /&gt;
&lt;br /&gt;
Pages being reworked. Please check back later, or attempt to make sense of this mess.&lt;br /&gt;
&lt;br /&gt;
= Competitive Footage =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ryu-sel.png|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ken-sel.png|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-dan-sel.png|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-chun-li-sel.png|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-sakura-sel.png|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-morrigan-sel.png|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-lei-lei-sel.png|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-felicia-sel.png|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-tabasa-sel.png|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-zangief-sel.png|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ibuki-sel.png|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How to Play =&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-how-to&amp;quot;&amp;gt;&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerB&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-how-to-play.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-p.png|P|link=]] &lt;br /&gt;
Punch &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-k.png|K|link=]] &lt;br /&gt;
Kick &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-s.png|S|link=]] &lt;br /&gt;
Special &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-start.png|Taunt|link=]] &lt;br /&gt;
Taunt &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Taunt and cycle to the next item in your inventory. This was the Start button in AC.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Universal Commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
==== Throw ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When near your opponent, if you press the &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; buttons simultaneously you&#039;ll be able to grab and throw them. You can even do it in the &#039;&#039;&#039;Air&#039;&#039;&#039;! &lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-throw&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-throw&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against&lt;br /&gt;
# The throw tech window starts &#039;&#039;after&#039;&#039; a throw &#039;&#039;connects&#039;&#039;&lt;br /&gt;
# Same frame throws will give the throw to one of the players at random&lt;br /&gt;
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game&lt;br /&gt;
# Most moves have throw invulnerability from frame 2 (Exclusions: &#039;&#039;&#039;Guard Crush&#039;&#039;&#039;, &#039;&#039;&#039;Throw&#039;&#039;&#039;)&lt;br /&gt;
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1&lt;br /&gt;
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it&#039;s safer to just mash some buttons instead.&lt;br /&gt;
# Strict input detection. You need to press P + K in a 1 frame window.&lt;br /&gt;
# You can throw with negative edge (No input leniency here either)&lt;br /&gt;
# Throw will still come out during crouch&lt;br /&gt;
# The universal command throws are considered special moves&lt;br /&gt;
# Most throws do 0 stun and are long enough to reset the opponent&#039;s accumulated stun back to 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Command Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-throw.png|link=|141px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dash / Run ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Cover a set distance much faster than walking by performing a &#039;&#039;&#039;Dash&#039;&#039;&#039;. If you continue to hold forward after a dash, you&#039;ll transition into a &#039;&#039;&#039;Run&#039;&#039;&#039;. On top of all that, you can perform a special &#039;&#039;&#039;Dash Attack&#039;&#039;&#039; during either &#039;&#039;&#039;Forward Dash&#039;&#039;&#039; or a &#039;&#039;&#039;Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-dash&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-dash&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Back Dash has no invul. frames&lt;br /&gt;
# Back Dash is cancellable (&#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, &#039;&#039;&#039;Taunt&#039;&#039;&#039;)&lt;br /&gt;
# Forward Dash &amp;amp; Run are cancellable (Exclusions: &#039;&#039;&#039;5P&#039;&#039;&#039;, &#039;&#039;&#039;5K&#039;&#039;&#039;, &#039;&#039;&#039;Mega Crush&#039;&#039;&#039;, &#039;&#039;&#039;Item Ball&#039;&#039;&#039;, &#039;&#039;&#039;Block&#039;&#039;&#039;)&lt;br /&gt;
# Dashes cannot be cancelled by movement&lt;br /&gt;
# Run is cancellable by movement but needs recovery anim. before blocking&lt;br /&gt;
# Run will autostop with contact of opponent or wall&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash and Backdash&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-6.png|link=|6]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Run&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During Dash or Run)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-dash.png|link=|217px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roll ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you fall to the ground from an unrecovered &#039;&#039;&#039;Launch&#039;&#039;&#039; or a &#039;&#039;&#039;Juggle&#039;&#039;&#039;, you&#039;ll land on your back &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. To disrupt your opponent&#039;s offense, you have the option of moving &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; by &#039;&#039;&#039;Rolling&#039;&#039;&#039; before you get up. Each button travels a different length.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-roll&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-roll&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# You can Roll past your opponent to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Side%20Switch switch sides]&amp;lt;/span&amp;gt; with them&lt;br /&gt;
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo&lt;br /&gt;
# Since you&#039;re moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)&lt;br /&gt;
# Sakura &#039;&#039;&#039;must&#039;&#039;&#039; Roll if she wants to block on wake up (so &#039;&#039;you&#039;&#039; won&#039;t need to remember this information)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 1&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 2&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 3&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-roll.png|link=|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Air Recovery ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you get &#039;&#039;&#039;Thrown&#039;&#039;&#039; into the air or otherwise &#039;&#039;&#039;Launched&#039;&#039;&#039; by various different methods, you can take control of the situation and adjust your flight path by performing an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. After flipping yourself upright again by pressing &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; in the air, you&#039;ll be able to move &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; again and start a counter attack in mid-air. However, &#039;&#039;&#039;you can&#039;t alter the direction of the flip itself&#039;&#039;&#039;. Lastly, as a result of a successful &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, you&#039;ll land back on your feet instead of &#039;&#039;&#039;Knocked down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-ukemi&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-ukemi&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Air Recovery is only possible during a &#039;&#039;&#039;Launch&#039;&#039;&#039; state. See: [[#Launch]], [[#Juggle]]&lt;br /&gt;
# No input leniency. P + K must be pressed on the same frame.&lt;br /&gt;
# Can be performed with &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]&amp;lt;/span&amp;gt; (No leniency here either)&lt;br /&gt;
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.&lt;br /&gt;
# There is a small animation after the flip which is cancellable by special moves&lt;br /&gt;
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the &#039;&#039;&#039;Knockdown&#039;&#039;&#039;, or resorting to &#039;&#039;&#039;Counter Crush&#039;&#039;&#039;, if you meet someone who has studied this satanic technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Air Recovery&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-ukemi.png|link=|132px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Easy Reversal ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. Just mash the &#039;&#039;&#039;Special&#039;&#039;&#039; button at least twice when your character is down, and a dedicated special move will come out on the first possible &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Frame frame]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Wakeup wake up]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. It won&#039;t work if you used your &#039;&#039;&#039;Roll&#039;&#039;&#039; though.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-reversal&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-reversal&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Each character&#039;s Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa&#039;s which is visually unique, Ibuki&#039;s which travels in a different arc, and Felicia&#039;s which is based on her LV.1 Blue Gem Special Move.&lt;br /&gt;
# Gems do not level up the Easy Reversals&lt;br /&gt;
# These moves may not necessarily have invulnerability frames (i dont know yet)&lt;br /&gt;
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-rs.png|link=|S (x2)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Easy Reversal&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-reversal.png|link=|80px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Super Jump ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
If you tap any &#039;&#039;&#039;down&#039;&#039;&#039; direction before an &#039;&#039;&#039;up&#039;&#039;&#039; direction, you can pull off a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Compared to a regular jump, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-superjump&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-superjump&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Super Jumps tend to have 7F of prejump before they&#039;re considered Airborne&lt;br /&gt;
# If you have a 360 command throw it will be 9F, or 12F for Zangief&lt;br /&gt;
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you&#039;re missing it.&lt;br /&gt;
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won&#039;t change the distance, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Super Jump&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-jump.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pursuit Attack ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you &#039;&#039;&#039;Throw&#039;&#039;&#039; or &#039;&#039;&#039;Launch&#039;&#039;&#039; your opponent by various means, they&#039;ll enter a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Input this as soon as they hit the ground and you&#039;ll be able take advantage before they wake up, vampire style, by utilizing your &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-pursuit&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-pursuit&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills&lt;br /&gt;
# Does not work when the opponent is &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Stun Dizzy]&amp;lt;/span&amp;gt;&lt;br /&gt;
# Certain moves will put the opponent into a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state in mid-air, making Pursuit possible before they hit the ground&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Opponent is Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Pursuit Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-pursuit.png|link=|166px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Ball Toss / Item Ball Set ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Start the party by pulling out the &#039;&#039;&#039;Item Balls&#039;&#039;&#039;. You can hold backward to &#039;&#039;&#039;toss&#039;&#039;&#039; an &#039;&#039;&#039;Item Ball&#039;&#039;&#039; with an altered trajectory, or hold down to &#039;&#039;&#039;set&#039;&#039;&#039; it on the ground for a delayed reaction.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-item&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-item&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)&lt;br /&gt;
# Can be performed with negative edge&lt;br /&gt;
# Can be &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]&amp;lt;/span&amp;gt; into &#039;&#039;&#039;Special&#039;&#039;&#039;, &#039;&#039;&#039;Super&#039;&#039;&#039;, &#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, and &#039;&#039;&#039;Taunt&#039;&#039;&#039;&lt;br /&gt;
# Items tend to cause &#039;&#039;&#039;[[#Juggle]]&#039;&#039;&#039; state instead of &#039;&#039;&#039;[[#Launch]]&#039;&#039;&#039; state on hit&lt;br /&gt;
# Items &#039;&#039;&#039;Tossed&#039;&#039;&#039; will bounce off of the wall on contact&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; will stop at the wall on contact (must be touching the ground)&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can be pushed by both players&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can inflict damage to both players&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Toss&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Set&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-item.png|link=|240px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guard Cancel ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Zero out your opponent&#039;s block pressure by executing a &#039;&#039;&#039;Guard Cancel&#039;&#039;&#039;. With one level of &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-counter&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-counter&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Unblockable&lt;br /&gt;
# Can KO the opponent&lt;br /&gt;
# Causes &#039;&#039;&#039;Launch&#039;&#039;&#039; on &#039;&#039;&#039;[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]&#039;&#039;&#039;, making comboing vs &#039;&#039;&#039;Flash Combo&#039;&#039;&#039; pressure difficult&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During &amp;quot;Block Stun&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(After &amp;quot;Block Stop&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Guard Cancel&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-counter.png|link=|140px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mega Crush / Counter Crush ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When you find yourself completely unable to find an opening for attack, or when you are &#039;&#039;&#039;Launched&#039;&#039;&#039; in the air and an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039; just won&#039;t be enough, you can turn to your last resort and perform a &#039;&#039;&#039;Mega Crush&#039;&#039;&#039; (offensive) or a &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; (evasive). In exchange for &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; of your &#039;&#039;&#039;Gems&#039;&#039;&#039; and &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-megacrush&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-megacrush&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.&lt;br /&gt;
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.&lt;br /&gt;
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Mega Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Counter Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-mc.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
The main Items and that give the gimmick to this game are the &amp;quot;Gems&amp;quot;; with three types of: red, yellow, and blue will appear randomly, and by obtaining them, the special move gauge corresponding to each color will be accumulated, making the level rise and the special move will grow, and the performance improves. The maximum level is up to 3In addition to Gems, there are other types of items that appear on-screen. The items that can be dropped are Food (which restores life; the bigger the Food, the more life restored), and Item Balls. You collect items by passing over them. There are two ways of collecting items: Treasure Chests and Item Carriers&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
One of the most important parts of this game is the addition of Power Gems. Gems can be obtained from hitting your opponent, from hitting treasure boxes that are sometimes on the ground, or from hitting the Item Carriers.&lt;br /&gt;
Each Gem color represents a different special attack your character can do. For instance, Ryu&#039;s Hadoken has the Red Gem behind it. The more Gems you collect, the stronger it will become!&lt;br /&gt;
Certian attacks during Flash combos will release more Gems, and some Super Combo&#039;s can release dozens of Gems at once!&lt;br /&gt;
&lt;br /&gt;
=== Item Balls ===&lt;br /&gt;
Orbs that cause damage to your opponent if it hits them, or inflict some other unwanted effect. Fighters begin each battle with one, and can hold up to three at a time.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The food restores the life of the fighter. As mentioned before, the bigger the food is (Ex. The pizza, the big Golden Apple or a whole Steamed Cow) the more your life will be restored (around 15% of the total life). Those can be obteined in Treasure Chest or hitting the Pig Item Carrier, TonTon.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
Hitting someone with either the fourth normal hit in a Flash 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Carriers ===&lt;br /&gt;
Little guys in clouds will fly by across the top of the screen, and will drop Item Balls or Food if you hit them. The item carriers all represent characters from Capcom&#039;s SonSon game, and it&#039;s sequel. Just as in the Journey to the West legend, a monkey (Sonson) accompanied a monk (Sanjou) and his horse, and they were joined by a pig (Tonton) and a turtle (Kappa). The Kaminari (or lightning monster) appears in the stages of SonSon II when a player takes too long and shocks them. Kaminari has the ability to inflict damage to the player in the game if they attack him at the wrong time.&lt;br /&gt;
&lt;br /&gt;
== Offense and Defense ==&lt;br /&gt;
&lt;br /&gt;
=== Guard Crush ===&lt;br /&gt;
&lt;br /&gt;
=== Flash Combo ===&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
=== Anti Air ===&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
= Gem Tips =&lt;br /&gt;
[[File:Smartass.jpg|thumb|none| &amp;quot;Listen here comrade, and you may learn something&amp;quot;]]&lt;br /&gt;
=== Turbo ===&lt;br /&gt;
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]&lt;br /&gt;
&lt;br /&gt;
Enabling turbo speeds can cause specific &#039;&#039;display&#039;&#039; frames to be dropped. However, &#039;&#039;internally&#039;&#039; the game still processes these frames, but cuts this frame and the preceding frame&#039;s &#039;&#039;realtime&#039;&#039; durations in half, packing them both into the duration of one &#039;&#039;display frame&#039;&#039;. I&#039;ll just call these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames for convenience. This can lead to situations where a link which occurs &#039;&#039;internally&#039;&#039; during a 1F window will require a button press in &#039;&#039;&#039;half&#039;&#039;&#039; of a &#039;&#039;display frame&#039;s&#039;&#039; duration in &#039;&#039;realtime&#039;&#039;. Check out this article from Capcom for more in-depth information: &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know if it&#039;s actually possible to input a button press in the half frame window required, and I don&#039;t know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the &#039;&#039;early half&#039;&#039; or the &#039;&#039;late half&#039;&#039; of this &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frame. It might be best to just consider these frames &#039;&#039;&#039;dropped&#039;&#039;&#039; in practice. If the input frames really are skipped, this could also cause some +1 advantage situations to occasionally give you a neutral situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;([https://youtu.be/y9NU10a-pgI?t=1256 Veri7as: Turbo Speeds in Capcom Fighting Games])&amp;lt;/span&amp;gt; This video analyzes alpha 2, but it seems that the skipped input frames in that game are actually a coding error. It should still be possible for different capcom games to have split frame links if this bug was ever fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this game, there are 3 speed settings. The &#039;&#039;&#039;Slow&#039;&#039;&#039; setting will synchronize the &#039;&#039;display framerate&#039;&#039; and the &#039;&#039;internal framerate&#039;&#039; to 60fps. All other speeds will make use of &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames. Here&#039;s how that breaks down:&lt;br /&gt;
&lt;br /&gt;
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)&lt;br /&gt;
* Normal = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 16th display frame (1.07x speed)&lt;br /&gt;
* Fast = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 8th display frame (1.14x speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds. If you are a lagger make sure to use &#039;&#039;&#039;Fast&#039;&#039;&#039; to enhance the effect.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
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. As well, some specials will have more benefits on lower levels at the moment you play neutral than with full lvl. up ones. It´s also important to know when to collect Gems, as good as leveling specials sound, getting the life and neutral adavantage on the screen is more important than hunting Gems whenever you see them, specially with Guard Crush easily stealing your Levels.&lt;br /&gt;
  &lt;br /&gt;
=== Bubble Kara Cancel ===&lt;br /&gt;
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.&lt;br /&gt;
Could also be useful for oki &lt;br /&gt;
&lt;br /&gt;
=== Air Recovery ===&lt;br /&gt;
Hold a direction after teching to move left or right. You can&#039;t actually affect the direction of the tech itself.&lt;br /&gt;
&lt;br /&gt;
The distance you move after recovering depends on both your momentum and the direction you&#039;re holding. You can use this to escape further pressure by being unpredictable.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Dash ===&lt;br /&gt;
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.&lt;br /&gt;
&lt;br /&gt;
=== Prejump and landing ===&lt;br /&gt;
&lt;br /&gt;
Everyone has 4 frames of throw invul during prejump but you&#039;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&#039;t tested this yet.&lt;br /&gt;
&lt;br /&gt;
=== Throw Invulnerability ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Air Block ===&lt;br /&gt;
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&#039;s more like attacking or throwing cancels blockstun, since you can&#039;t do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;t jump and they guess the airthrow you can quite easily antiair.&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
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&#039;s sorta like you do it right after you&#039;ve been grabbed I think. When you get it it says &amp;quot;Tech Bonus&amp;quot; in big letters though so you&#039;ll know.&lt;br /&gt;
&lt;br /&gt;
=== Negative Edge ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Counter Hit ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Dizzy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Launch ===&lt;br /&gt;
Some specific moves and counter hits will send you flying into the air in a &amp;quot;Launch&amp;quot; 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 &amp;quot;infinite&amp;quot; it&#039;s almost certain that you are actually in the escapable launch state and can air recover to safety.&lt;br /&gt;
&lt;br /&gt;
=== Knockdown and Juggle ===&lt;br /&gt;
Not air recovering while in launch state will cause you to get knocked down.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;gt; K &amp;gt; P&lt;br /&gt;
&lt;br /&gt;
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.&lt;br /&gt;
&lt;br /&gt;
=== Combo into throw ===&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Due to the inherent randomness and the fact you&#039;ll most likely be using a Speed faster than Slow, this technique is virtually useless.&lt;br /&gt;
&lt;br /&gt;
=== Sakura bug ===&lt;br /&gt;
Sakura cannot block on wakeup lol&lt;br /&gt;
&lt;br /&gt;
If she rolls she can block though&lt;br /&gt;
&lt;br /&gt;
=== Alpha Counter ===&lt;br /&gt;
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&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
=== Chip Damage ===&lt;br /&gt;
There is no chip damage.&lt;br /&gt;
&lt;br /&gt;
=== Corner Cross Up ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Meter ===&lt;br /&gt;
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.&lt;br /&gt;
&lt;br /&gt;
Big gems fill about half a bar.&lt;br /&gt;
&lt;br /&gt;
The more hits you do in a combo, the more gems you&#039;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&#039;t hoard your meter.&lt;br /&gt;
&lt;br /&gt;
=== Backturn ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Hit States ===&lt;br /&gt;
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states&lt;br /&gt;
&lt;br /&gt;
==== Hit Stun ====&lt;br /&gt;
Standard grounded hit animation after taking damage on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
&lt;br /&gt;
==== Block Stun ====&lt;br /&gt;
Standard grounded guard animation blocking an attack on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Guard Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Block Stun ====&lt;br /&gt;
Aerial version of the above. Usually occurs while &#039;&#039;&#039;Jumping&#039;&#039;&#039;. You can&#039;t be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Normal Cancel (Defender)&lt;br /&gt;
* Throw Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Reset ====&lt;br /&gt;
You flip backward in the air, either right after getting hit in the air, or after using your &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. You are completely invincible and cannot do anything until you reach the ground in a &#039;&#039;&#039;Standing&#039;&#039;&#039; state.&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
&lt;br /&gt;
==== Launch ==== &lt;br /&gt;
You flip backward in the air until you &#039;&#039;&#039;Air Recover&#039;&#039;&#039; ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Some moves cause this on counter hit, but there&#039;s a few that always do it. You&#039;ll &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; if you touch the wall as well.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
* Counter Crush (defender)&lt;br /&gt;
&lt;br /&gt;
==== Juggle ==== &lt;br /&gt;
A few moves can cause an unrecoverable &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. What this means is that before you hit the ground, you will be locked out of &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the &#039;&#039;&#039;Launch&#039;&#039;&#039; state but &#039;&#039;you cannot escape&#039;&#039;, 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 &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; it will still be possible to air throw you, but you&#039;ll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).&lt;br /&gt;
&lt;br /&gt;
There are actually a few different hit states that fit this category according to the game, but I&#039;m going to conflate any comboable launch state that you can&#039;t use an Air Recovery in as the &#039;&#039;&#039;Juggle&#039;&#039;&#039; state unless I find a reason not to.&lt;br /&gt;
&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ==== &lt;br /&gt;
This is the animation after you fell down from either &#039;&#039;&#039;Launch&#039;&#039;&#039; or &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. A fighting game staple. The reason to distinguish this from the &#039;&#039;&#039;Launch&#039;&#039;&#039; and &#039;&#039;&#039;Juggle&#039;&#039;&#039; states is because in this game you can be attacked during the &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state with a &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;, similar to the Vampire games. This state can sometimes occur in midair.&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Tech Roll (Defender)&lt;br /&gt;
* Easy Reversal (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Wall Splat ==== &lt;br /&gt;
Many moves when they knock you back can cause you to splat against the wall. After a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;, 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&#039;s lariat).&lt;br /&gt;
&lt;br /&gt;
There are a few different &amp;quot;fall off the wall&amp;quot; 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&#039;t have enough momentum to send you to another wall.&lt;br /&gt;
&lt;br /&gt;
* Hit OK (Small window)&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Super Wall Bounce ==== &lt;br /&gt;
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&#039;s possible to hit someone again while they&#039;re bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Earth Orbit ==== &lt;br /&gt;
Counter hit only. Occurs when any move that would have triggered a &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; (or just a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;? It&#039;s possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; and you can hit or grab them as they come back onto the screen before landing if you really want to.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air Throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
=== Item Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Shocked ==== &lt;br /&gt;
You got electrocuted, either by the lightning item or by &#039;&#039;&#039;Kaminari&#039;&#039;&#039;. Similar to the standard &#039;&#039;&#039;Launch&#039;&#039;&#039;, except that you can only be airthrown (if they can even reach) and can&#039;t &#039;&#039;&#039;Air Recover&#039;&#039;&#039;.&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Petrified ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Frozen ==== &lt;br /&gt;
Get hit by the ice item while on the ground and you&#039;ll be frozen solid for a length of time. During this you can be hit by anything except throws and you&#039;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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Poison Stun ==== &lt;br /&gt;
Get hit by the poison item either on the ground or in the air and you&#039;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&#039;s different in that you recover much faster and can therefore mash out of it even quicker.&lt;br /&gt;
* You can do anything you want because they are dizzy, just be quick about it&lt;br /&gt;
&lt;br /&gt;
==== Blown up ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
[[File:Pf-group.png|none|480px|right]]&lt;br /&gt;
[[File:justin-tiers.jpg|thumb|right|Tierlist according to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]&amp;lt;/span&amp;gt;. You can&#039;t argue with it.]]&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
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&#039;t know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei&#039;s 2P, and how much lifebar they had before the final hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Hits !! Last hit Health&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 49 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 41 || 3px&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 41 || 0px&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40 || 1px&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 38 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dizzy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Dizzy&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 45&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 40&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 40&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 40&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 35&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 35&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to play (old version, redoing) ==&lt;br /&gt;
Controls&lt;br /&gt;
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]&lt;br /&gt;
[[File:Pf-p.png|Punch]] = Punch&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-k.png|Kick]] = Kick&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] = Special&lt;br /&gt;
* (See: Guard Crush, Easy Inputs)&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-start.png|Start]] = Taunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss&lt;br /&gt;
* &amp;lt;b&amp;gt;(The trajectory can be changed depending on the direction held)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Special cancel window starts &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; contact with opponent)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush&lt;br /&gt;
* (See: Mega Crush/Counter Crush)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech&lt;br /&gt;
* (Input when you are in a Launch state to escape fake combos and land on your feet)&lt;br /&gt;
* &amp;lt;b&amp;gt;(Not always a good option. Pay close attention to your opponent&#039;s offense)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (The trajectory can be changed depending on the direction held)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] = Block&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-1.png|1]] = Low Block&lt;br /&gt;
&lt;br /&gt;
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block&lt;br /&gt;
* (Air blockstun can be cancelled with normals; &amp;lt;b&amp;gt;advantage-on-block moves become punishable&amp;lt;/b&amp;gt;)&lt;br /&gt;
* (Grounded normals are &amp;lt;b&amp;gt;air unblockable&amp;lt;/b&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (8F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])&lt;br /&gt;
* (11F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P&lt;br /&gt;
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P&lt;br /&gt;
* (Despite appearances, &amp;lt;b&amp;gt;this move will always need to be blocked low&amp;lt;/b&amp;gt;)&lt;br /&gt;
* &amp;lt;b&amp;gt;(This move can be special cancelled by every character in the game)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Can be useful for challenging pressure and punishing negative moves)&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher&lt;br /&gt;
* &amp;lt;b&amp;gt;(Launch State on Counter-Hit only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep&lt;br /&gt;
* ([[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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit&lt;br /&gt;
* (Input when the opponent is in a knockdown state)&lt;br /&gt;
&lt;br /&gt;
Guard Crush&lt;br /&gt;
[[File:Pf-s.png|Special]] = Red gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush&lt;br /&gt;
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter&lt;br /&gt;
* &amp;lt;b&amp;gt;(Can only counter Guard Crushes.&amp;lt;/b&amp;gt; Counter window is while flashing blue, then has a whiff animation.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|image = [[File:Pf-flyer2.png | 276px]]&lt;br /&gt;
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix&lt;br /&gt;
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|players = 2&lt;br /&gt;
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-II]&lt;br /&gt;
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]&lt;br /&gt;
}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2494</id>
		<title>Pocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2494"/>
		<updated>2022-07-20T16:55:18Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pocket Fighter (Super Gem Fighter Mini Mix outside Japan), its a 2D arcade fighting game develop by Capcom for the CPS II system in &#039;&#039;&#039;1997&#039;&#039;&#039;. The most notable aspect its the &#039;&#039;&#039;chibi looking graphics&#039;&#039;&#039;, this is because the original idea of the game was to be &amp;quot;a &#039;&#039;&#039;Street Fighter for Kids&#039;&#039;&#039;&amp;quot;, which it would lead to the use of the SD (Super Deformed) &#039;&#039;&#039;artstyle&#039;&#039;&#039;. The game &#039;&#039;&#039;its a spin-off of the puzzle game&#039;&#039;&#039;: Super Puzzle Fighter II Turbo (a spin-off of the original Super Street FIghter II Turbo and Street Fighter Alpha), from which it would inherit some of the characters cast, the art style and one of the key mechanics of the game: &#039;&#039;&#039;The Gems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The roster, its conformed for some of capcom&#039;s most famous franchise: Street Fighter II, Darkstalkers, Street Fighter Alpha, and the inclusion of some cps3 system titles: Street Fighter III and &#039;&#039;&#039;Read Earth&#039;&#039;&#039;, other characters are included as cameos in the backgrounds.&lt;br /&gt;
&lt;br /&gt;
1997 Capcom&lt;br /&gt;
&lt;br /&gt;
Pages being reworked. Please check back later, or attempt to make sense of this mess.&lt;br /&gt;
&lt;br /&gt;
= Competitive Footage =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ryu-sel.png|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ken-sel.png|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-dan-sel.png|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-chun-li-sel.png|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-sakura-sel.png|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-morrigan-sel.png|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-lei-lei-sel.png|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-felicia-sel.png|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-tabasa-sel.png|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-zangief-sel.png|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ibuki-sel.png|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How to Play =&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-how-to&amp;quot;&amp;gt;&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerB&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-how-to-play.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-p.png|P|link=]] &lt;br /&gt;
Punch &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-k.png|K|link=]] &lt;br /&gt;
Kick &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-s.png|S|link=]] &lt;br /&gt;
Special &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-start.png|Taunt|link=]] &lt;br /&gt;
Taunt &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Taunt and cycle to the next item in your inventory. This was the Start button in AC.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Universal Commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
==== Throw ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When near your opponent, if you press the &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; buttons simultaneously you&#039;ll be able to grab and throw them. You can even do it in the &#039;&#039;&#039;Air&#039;&#039;&#039;! &lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-throw&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-throw&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against&lt;br /&gt;
# The throw tech window starts &#039;&#039;after&#039;&#039; a throw &#039;&#039;connects&#039;&#039;&lt;br /&gt;
# Same frame throws will give the throw to one of the players at random&lt;br /&gt;
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game&lt;br /&gt;
# Most moves have throw invulnerability from frame 2 (Exclusions: &#039;&#039;&#039;Guard Crush&#039;&#039;&#039;, &#039;&#039;&#039;Throw&#039;&#039;&#039;)&lt;br /&gt;
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1&lt;br /&gt;
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it&#039;s safer to just mash some buttons instead.&lt;br /&gt;
# Strict input detection. You need to press P + K in a 1 frame window.&lt;br /&gt;
# You can throw with negative edge (No input leniency here either)&lt;br /&gt;
# Throw will still come out during crouch&lt;br /&gt;
# The universal command throws are considered special moves&lt;br /&gt;
# Most throws do 0 stun and are long enough to reset the opponent&#039;s accumulated stun back to 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Command Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-throw.png|link=|141px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dash / Run ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Cover a set distance much faster than walking by performing a &#039;&#039;&#039;Dash&#039;&#039;&#039;. If you continue to hold forward after a dash, you&#039;ll transition into a &#039;&#039;&#039;Run&#039;&#039;&#039;. On top of all that, you can perform a special &#039;&#039;&#039;Dash Attack&#039;&#039;&#039; during either &#039;&#039;&#039;Forward Dash&#039;&#039;&#039; or a &#039;&#039;&#039;Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-dash&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-dash&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Back Dash has no invul. frames&lt;br /&gt;
# Back Dash is cancellable (&#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, &#039;&#039;&#039;Taunt&#039;&#039;&#039;)&lt;br /&gt;
# Forward Dash &amp;amp; Run are cancellable (Exclusions: &#039;&#039;&#039;5P&#039;&#039;&#039;, &#039;&#039;&#039;5K&#039;&#039;&#039;, &#039;&#039;&#039;Mega Crush&#039;&#039;&#039;, &#039;&#039;&#039;Item Ball&#039;&#039;&#039;, &#039;&#039;&#039;Block&#039;&#039;&#039;)&lt;br /&gt;
# Dashes cannot be cancelled by movement&lt;br /&gt;
# Run is cancellable by movement but needs recovery anim. before blocking&lt;br /&gt;
# Run will autostop with contact of opponent or wall&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash and Backdash&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-6.png|link=|6]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Run&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During Dash or Run)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-dash.png|link=|217px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roll ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you fall to the ground from an unrecovered &#039;&#039;&#039;Launch&#039;&#039;&#039; or a &#039;&#039;&#039;Juggle&#039;&#039;&#039;, you&#039;ll land on your back &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. To disrupt your opponent&#039;s offense, you have the option of moving &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; by &#039;&#039;&#039;Rolling&#039;&#039;&#039; before you get up. Each button travels a different length.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-roll&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-roll&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# You can Roll past your opponent to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Side%20Switch switch sides]&amp;lt;/span&amp;gt; with them&lt;br /&gt;
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo&lt;br /&gt;
# Since you&#039;re moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)&lt;br /&gt;
# Sakura &#039;&#039;&#039;must&#039;&#039;&#039; Roll if she wants to block on wake up (so &#039;&#039;you&#039;&#039; won&#039;t need to remember this information)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 1&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 2&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 3&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-roll.png|link=|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Air Recovery ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you get &#039;&#039;&#039;Thrown&#039;&#039;&#039; into the air or otherwise &#039;&#039;&#039;Launched&#039;&#039;&#039; by various different methods, you can take control of the situation and adjust your flight path by performing an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. After flipping yourself upright again by pressing &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; in the air, you&#039;ll be able to move &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; again and start a counter attack in mid-air. However, &#039;&#039;&#039;you can&#039;t alter the direction of the flip itself&#039;&#039;&#039;. Lastly, as a result of a successful &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, you&#039;ll land back on your feet instead of &#039;&#039;&#039;Knocked down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-ukemi&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-ukemi&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Air Recovery is only possible during a &#039;&#039;&#039;Launch&#039;&#039;&#039; state. See: [[#Launch]], [[#Juggle]]&lt;br /&gt;
# No input leniency. P + K must be pressed on the same frame.&lt;br /&gt;
# Can be performed with &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]&amp;lt;/span&amp;gt; (No leniency here either)&lt;br /&gt;
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.&lt;br /&gt;
# There is a small animation after the flip which is cancellable by special moves&lt;br /&gt;
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the &#039;&#039;&#039;Knockdown&#039;&#039;&#039;, or resorting to &#039;&#039;&#039;Counter Crush&#039;&#039;&#039;, if you meet someone who has studied this satanic technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Air Recovery&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-ukemi.png|link=|132px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Easy Reversal ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. Just mash the &#039;&#039;&#039;Special&#039;&#039;&#039; button at least twice when your character is down, and a dedicated special move will come out on the first possible &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Frame frame]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Wakeup wake up]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. It won&#039;t work if you used your &#039;&#039;&#039;Roll&#039;&#039;&#039; though.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-reversal&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-reversal&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Each character&#039;s Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa&#039;s which is visually unique, Ibuki&#039;s which travels in a different arc, and Felicia&#039;s which is based on her LV.1 Blue Gem Special Move.&lt;br /&gt;
# Gems do not level up the Easy Reversals&lt;br /&gt;
# These moves may not necessarily have invulnerability frames (i dont know yet)&lt;br /&gt;
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-rs.png|link=|S (x2)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Easy Reversal&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-reversal.png|link=|80px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Super Jump ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
If you tap any &#039;&#039;&#039;down&#039;&#039;&#039; direction before an &#039;&#039;&#039;up&#039;&#039;&#039; direction, you can pull off a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Compared to a regular jump, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-superjump&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-superjump&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Super Jumps tend to have 7F of prejump before they&#039;re considered Airborne&lt;br /&gt;
# If you have a 360 command throw it will be 9F, or 12F for Zangief&lt;br /&gt;
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you&#039;re missing it.&lt;br /&gt;
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won&#039;t change the distance, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Super Jump&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-jump.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pursuit Attack ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you &#039;&#039;&#039;Throw&#039;&#039;&#039; or &#039;&#039;&#039;Launch&#039;&#039;&#039; your opponent by various means, they&#039;ll enter a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Input this as soon as they hit the ground and you&#039;ll be able take advantage before they wake up, vampire style, by utilizing your &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-pursuit&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-pursuit&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills&lt;br /&gt;
# Does not work when the opponent is &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Stun Dizzy]&amp;lt;/span&amp;gt;&lt;br /&gt;
# Certain moves will put the opponent into a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state in mid-air, making Pursuit possible before they hit the ground&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Opponent is Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Pursuit Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-pursuit.png|link=|166px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Ball Toss / Item Ball Set ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Start the party by pulling out the &#039;&#039;&#039;Item Balls&#039;&#039;&#039;. You can hold backward to &#039;&#039;&#039;toss&#039;&#039;&#039; an &#039;&#039;&#039;Item Ball&#039;&#039;&#039; with an altered trajectory, or hold down to &#039;&#039;&#039;set&#039;&#039;&#039; it on the ground for a delayed reaction.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-item&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-item&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)&lt;br /&gt;
# Can be performed with negative edge&lt;br /&gt;
# Can be &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]&amp;lt;/span&amp;gt; into &#039;&#039;&#039;Special&#039;&#039;&#039;, &#039;&#039;&#039;Super&#039;&#039;&#039;, &#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, and &#039;&#039;&#039;Taunt&#039;&#039;&#039;&lt;br /&gt;
# Items tend to cause &#039;&#039;&#039;[[#Juggle]]&#039;&#039;&#039; state instead of &#039;&#039;&#039;[[#Launch]]&#039;&#039;&#039; state on hit&lt;br /&gt;
# Items &#039;&#039;&#039;Tossed&#039;&#039;&#039; will bounce off of the wall on contact&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; will stop at the wall on contact (must be touching the ground)&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can be pushed by both players&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can inflict damage to both players&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Toss&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Set&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-item.png|link=|240px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guard Cancel ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Zero out your opponent&#039;s block pressure by executing a &#039;&#039;&#039;Guard Cancel&#039;&#039;&#039;. With one level of &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-counter&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-counter&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Unblockable&lt;br /&gt;
# Can KO the opponent&lt;br /&gt;
# Causes &#039;&#039;&#039;Launch&#039;&#039;&#039; on &#039;&#039;&#039;[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]&#039;&#039;&#039;, making comboing vs &#039;&#039;&#039;Flash Combo&#039;&#039;&#039; pressure difficult&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During &amp;quot;Block Stun&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(After &amp;quot;Block Stop&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Guard Cancel&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-counter.png|link=|140px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mega Crush / Counter Crush ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When you find yourself completely unable to find an opening for attack, or when you are &#039;&#039;&#039;Launched&#039;&#039;&#039; in the air and an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039; just won&#039;t be enough, you can turn to your last resort and perform a &#039;&#039;&#039;Mega Crush&#039;&#039;&#039; (offensive) or a &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; (evasive). In exchange for &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; of your &#039;&#039;&#039;Gems&#039;&#039;&#039; and &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-megacrush&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-megacrush&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.&lt;br /&gt;
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.&lt;br /&gt;
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Mega Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Counter Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-mc.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
The main Items and that give the gimmick to this game are the &amp;quot;Gems&amp;quot;; with three types of: red, yellow, and blue will appear randomly, and by obtaining them, the special move gauge corresponding to each color will be accumulated, making the level rise and the special move will grow, and the performance improves. The maximum level is up to 3In addition to Gems, there are other types of items that appear on-screen. The items that can be dropped are Food (which restores life; the bigger the Food, the more life restored), and Item Balls. You collect items by passing over them. There are two ways of collecting items: Treasure Chests and Item Carriers&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
One of the most important parts of this game is the addition of Power Gems. Gems can be obtained from hitting your opponent, from hitting treasure boxes that are sometimes on the ground, or from hitting the Item Carriers.&lt;br /&gt;
Each Gem color represents a different special attack your character can do. For instance, Ryu&#039;s Hadoken has the Red Gem behind it. The more Gems you collect, the stronger it will become!&lt;br /&gt;
Certian attacks during Flash combos will release more Gems, and some Super Combo&#039;s can release dozens of Gems at once!&lt;br /&gt;
&lt;br /&gt;
=== Item Balls ===&lt;br /&gt;
Orbs that cause damage to your opponent if it hits them, or inflict some other unwanted effect. Fighters begin each battle with one, and can hold up to three at a time.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The food restores the life of the fighter. As mentioned before, the bigger the food is (Ex. The pizza, the big Golden Apple or a whole Steamed Cow) the more your life will be restored (around 15% of the total life). Those can be obteined in Treasure Chest or hitting the Pig Item Carrier, TonTon.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
Hitting someone with either the fourth normal hit in a Flash 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Carriers ===&lt;br /&gt;
Little guys in clouds will fly by across the top of the screen, and will drop Item Balls or Food if you hit them. The item carriers all represent characters from Capcom&#039;s SonSon game, and it&#039;s sequel. Just as in the Journey to the West legend, a monkey (Sonson) accompanied a monk (Sanjou) and his horse, and they were joined by a pig (Tonton) and a turtle (Kappa). The Kaminari (or lightning monster) appears in the stages of SonSon II when a player takes too long and shocks them. Kaminari has the ability to inflict damage to the player in the game if they attack him at the wrong time.&lt;br /&gt;
&lt;br /&gt;
== Offense and Defense ==&lt;br /&gt;
&lt;br /&gt;
=== Guard Crush ===&lt;br /&gt;
&lt;br /&gt;
=== Flash Combo ===&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
=== Anti Air ===&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
= Gem Tips =&lt;br /&gt;
[[File:Smartass.jpg|thumb|none| &amp;quot;Listen here comrade, and you may learn something&amp;quot;]]&lt;br /&gt;
=== Turbo ===&lt;br /&gt;
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]&lt;br /&gt;
&lt;br /&gt;
Enabling turbo speeds can cause specific &#039;&#039;display&#039;&#039; frames to be dropped. However, &#039;&#039;internally&#039;&#039; the game still processes these frames, but cuts this frame and the preceding frame&#039;s &#039;&#039;realtime&#039;&#039; durations in half, packing them both into the duration of one &#039;&#039;display frame&#039;&#039;. I&#039;ll just call these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames for convenience. This can lead to situations where a link which occurs &#039;&#039;internally&#039;&#039; during a 1F window will require a button press in &#039;&#039;&#039;half&#039;&#039;&#039; of a &#039;&#039;display frame&#039;s&#039;&#039; duration in &#039;&#039;realtime&#039;&#039;. Check out this article from Capcom for more in-depth information: &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know if it&#039;s actually possible to input a button press in the half frame window required, and I don&#039;t know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the &#039;&#039;early half&#039;&#039; or the &#039;&#039;late half&#039;&#039; of this &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frame. It might be best to just consider these frames &#039;&#039;&#039;dropped&#039;&#039;&#039; in practice. If the input frames really are skipped, this could also cause some +1 advantage situations to occasionally give you a neutral situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;([https://youtu.be/y9NU10a-pgI?t=1256 Veri7as: Turbo Speeds in Capcom Fighting Games])&amp;lt;/span&amp;gt; This video analyzes alpha 2, but it seems that the skipped input frames in that game are actually a coding error. It should still be possible for different capcom games to have split frame links if this bug was ever fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this game, there are 3 speed settings. The &#039;&#039;&#039;Slow&#039;&#039;&#039; setting will synchronize the &#039;&#039;display framerate&#039;&#039; and the &#039;&#039;internal framerate&#039;&#039; to 60fps. All other speeds will make use of &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames. Here&#039;s how that breaks down:&lt;br /&gt;
&lt;br /&gt;
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)&lt;br /&gt;
* Normal = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 16th display frame (1.07x speed)&lt;br /&gt;
* Fast = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 8th display frame (1.14x speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds. If you are a lagger make sure to use &#039;&#039;&#039;Fast&#039;&#039;&#039; to enhance the effect.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
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. As well, some specials will have more benefits on lower levels at the moment you play neutral than with full lvl. up ones. It´s also important to know when to collect Gems, as good as leveling specials sound, getting the life and neutral adavantage on the screen is more important than hunting Gems whenever you see them, specially with Guard Crush easily stealing your Levels.&lt;br /&gt;
  &lt;br /&gt;
=== Bubble Kara Cancel ===&lt;br /&gt;
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.&lt;br /&gt;
Could also be useful for oki &lt;br /&gt;
&lt;br /&gt;
=== Air Recovery ===&lt;br /&gt;
Hold a direction after teching to move left or right. You can&#039;t actually affect the direction of the tech itself.&lt;br /&gt;
&lt;br /&gt;
The distance you move after recovering depends on both your momentum and the direction you&#039;re holding. You can use this to escape further pressure by being unpredictable.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Dash ===&lt;br /&gt;
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.&lt;br /&gt;
&lt;br /&gt;
=== Prejump and landing ===&lt;br /&gt;
&lt;br /&gt;
Everyone has 4 frames of throw invul during prejump but you&#039;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&#039;t tested this yet.&lt;br /&gt;
&lt;br /&gt;
=== Throw Invulnerability ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Air Block ===&lt;br /&gt;
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&#039;s more like attacking or throwing cancels blockstun, since you can&#039;t do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;t jump and they guess the airthrow you can quite easily antiair.&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
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&#039;s sorta like you do it right after you&#039;ve been grabbed I think. When you get it it says &amp;quot;Tech Bonus&amp;quot; in big letters though so you&#039;ll know.&lt;br /&gt;
&lt;br /&gt;
=== Negative Edge ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Counter Hit ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Dizzy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Launch ===&lt;br /&gt;
Some specific moves and counter hits will send you flying into the air in a &amp;quot;Launch&amp;quot; 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 &amp;quot;infinite&amp;quot; it&#039;s almost certain that you are actually in the escapable launch state and can air recover to safety.&lt;br /&gt;
&lt;br /&gt;
=== Knockdown and Juggle ===&lt;br /&gt;
Not air recovering while in launch state will cause you to get knocked down.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;gt; K &amp;gt; P&lt;br /&gt;
&lt;br /&gt;
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.&lt;br /&gt;
&lt;br /&gt;
=== Combo into throw ===&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Due to the inherent randomness and the fact you&#039;ll most likely be using a Speed faster than Slow, this technique is virtually useless.&lt;br /&gt;
&lt;br /&gt;
=== Sakura bug ===&lt;br /&gt;
Sakura cannot block on wakeup lol&lt;br /&gt;
&lt;br /&gt;
If she rolls she can block though&lt;br /&gt;
&lt;br /&gt;
=== Alpha Counter ===&lt;br /&gt;
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&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
=== Chip Damage ===&lt;br /&gt;
There is no chip damage.&lt;br /&gt;
&lt;br /&gt;
=== Corner Cross Up ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Meter ===&lt;br /&gt;
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.&lt;br /&gt;
&lt;br /&gt;
Big gems fill about half a bar.&lt;br /&gt;
&lt;br /&gt;
The more hits you do in a combo, the more gems you&#039;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&#039;t hoard your meter.&lt;br /&gt;
&lt;br /&gt;
=== Backturn ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Hit States ===&lt;br /&gt;
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states&lt;br /&gt;
&lt;br /&gt;
==== Hit Stun ====&lt;br /&gt;
Standard grounded hit animation after taking damage on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
&lt;br /&gt;
==== Block Stun ====&lt;br /&gt;
Standard grounded guard animation blocking an attack on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Guard Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Block Stun ====&lt;br /&gt;
Aerial version of the above. Usually occurs while &#039;&#039;&#039;Jumping&#039;&#039;&#039;. You can&#039;t be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Normal Cancel (Defender)&lt;br /&gt;
* Throw Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Reset ====&lt;br /&gt;
You flip backward in the air, either right after getting hit in the air, or after using your &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. You are completely invincible and cannot do anything until you reach the ground in a &#039;&#039;&#039;Standing&#039;&#039;&#039; state.&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
&lt;br /&gt;
==== Launch ==== &lt;br /&gt;
You flip backward in the air until you &#039;&#039;&#039;Air Recover&#039;&#039;&#039; ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Some moves cause this on counter hit, but there&#039;s a few that always do it. You&#039;ll &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; if you touch the wall as well.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
* Counter Crush (defender)&lt;br /&gt;
&lt;br /&gt;
==== Juggle ==== &lt;br /&gt;
A few moves can cause an unrecoverable &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. What this means is that before you hit the ground, you will be locked out of &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the &#039;&#039;&#039;Launch&#039;&#039;&#039; state but &#039;&#039;you cannot escape&#039;&#039;, 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 &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; it will still be possible to air throw you, but you&#039;ll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).&lt;br /&gt;
&lt;br /&gt;
There are actually a few different hit states that fit this category according to the game, but I&#039;m going to conflate any comboable launch state that you can&#039;t use an Air Recovery in as the &#039;&#039;&#039;Juggle&#039;&#039;&#039; state unless I find a reason not to.&lt;br /&gt;
&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ==== &lt;br /&gt;
This is the animation after you fell down from either &#039;&#039;&#039;Launch&#039;&#039;&#039; or &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. A fighting game staple. The reason to distinguish this from the &#039;&#039;&#039;Launch&#039;&#039;&#039; and &#039;&#039;&#039;Juggle&#039;&#039;&#039; states is because in this game you can be attacked during the &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state with a &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;, similar to the Vampire games. This state can sometimes occur in midair.&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Tech Roll (Defender)&lt;br /&gt;
* Easy Reversal (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Wall Splat ==== &lt;br /&gt;
Many moves when they knock you back can cause you to splat against the wall. After a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;, 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&#039;s lariat).&lt;br /&gt;
&lt;br /&gt;
There are a few different &amp;quot;fall off the wall&amp;quot; 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&#039;t have enough momentum to send you to another wall.&lt;br /&gt;
&lt;br /&gt;
* Hit OK (Small window)&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Super Wall Bounce ==== &lt;br /&gt;
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&#039;s possible to hit someone again while they&#039;re bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Earth Orbit ==== &lt;br /&gt;
Counter hit only. Occurs when any move that would have triggered a &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; (or just a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;? It&#039;s possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; and you can hit or grab them as they come back onto the screen before landing if you really want to.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air Throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
=== Item Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Shocked ==== &lt;br /&gt;
You got electrocuted, either by the lightning item or by &#039;&#039;&#039;Kaminari&#039;&#039;&#039;. Similar to the standard &#039;&#039;&#039;Launch&#039;&#039;&#039;, except that you can only be airthrown (if they can even reach) and can&#039;t &#039;&#039;&#039;Air Recover&#039;&#039;&#039;.&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Petrified ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Frozen ==== &lt;br /&gt;
Get hit by the ice item while on the ground and you&#039;ll be frozen solid for a length of time. During this you can be hit by anything except throws and you&#039;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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Poison Stun ==== &lt;br /&gt;
Get hit by the poison item either on the ground or in the air and you&#039;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&#039;s different in that you recover much faster and can therefore mash out of it even quicker.&lt;br /&gt;
* You can do anything you want because they are dizzy, just be quick about it&lt;br /&gt;
&lt;br /&gt;
==== Blown up ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
[[File:Pf-group.png|none|480px|right]]&lt;br /&gt;
[[File:justin-tiers.jpg|thumb|right|Tierlist according to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]&amp;lt;/span&amp;gt;. You can&#039;t argue with it.]]&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
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&#039;t know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei&#039;s 2P, and how much lifebar they had before the final hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Hits !! Last hit Health&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 49 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 41 || 3px&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 41 || 0px&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40 || 1px&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 38 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dizzy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Dizzy&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 45&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 40&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 40&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 40&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 35&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 35&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to play (old version, redoing) ==&lt;br /&gt;
Controls&lt;br /&gt;
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]&lt;br /&gt;
[[File:Pf-p.png|Punch]] = Punch&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-k.png|Kick]] = Kick&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] = Special&lt;br /&gt;
* (See: Guard Crush, Easy Inputs)&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-start.png|Start]] = Taunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss&lt;br /&gt;
* &amp;lt;b&amp;gt;(The trajectory can be changed depending on the direction held)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Special cancel window starts &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; contact with opponent)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush&lt;br /&gt;
* (See: Mega Crush/Counter Crush)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech&lt;br /&gt;
* (Input when you are in a Launch state to escape fake combos and land on your feet)&lt;br /&gt;
* &amp;lt;b&amp;gt;(Not always a good option. Pay close attention to your opponent&#039;s offense)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (The trajectory can be changed depending on the direction held)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] = Block&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-1.png|1]] = Low Block&lt;br /&gt;
&lt;br /&gt;
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block&lt;br /&gt;
* (Air blockstun can be cancelled with normals; &amp;lt;b&amp;gt;advantage-on-block moves become punishable&amp;lt;/b&amp;gt;)&lt;br /&gt;
* (Grounded normals are &amp;lt;b&amp;gt;air unblockable&amp;lt;/b&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (8F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])&lt;br /&gt;
* (11F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P&lt;br /&gt;
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P&lt;br /&gt;
* (Despite appearances, &amp;lt;b&amp;gt;this move will always need to be blocked low&amp;lt;/b&amp;gt;)&lt;br /&gt;
* &amp;lt;b&amp;gt;(This move can be special cancelled by every character in the game)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Can be useful for challenging pressure and punishing negative moves)&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher&lt;br /&gt;
* &amp;lt;b&amp;gt;(Launch State on Counter-Hit only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep&lt;br /&gt;
* ([[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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit&lt;br /&gt;
* (Input when the opponent is in a knockdown state)&lt;br /&gt;
&lt;br /&gt;
Guard Crush&lt;br /&gt;
[[File:Pf-s.png|Special]] = Red gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush&lt;br /&gt;
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter&lt;br /&gt;
* &amp;lt;b&amp;gt;(Can only counter Guard Crushes.&amp;lt;/b&amp;gt; Counter window is while flashing blue, then has a whiff animation.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|image = [[File:Pf-flyer2.png | 276px]]&lt;br /&gt;
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix&lt;br /&gt;
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|players = 2&lt;br /&gt;
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-II]&lt;br /&gt;
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]&lt;br /&gt;
}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2493</id>
		<title>Pocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2493"/>
		<updated>2022-07-20T16:54:07Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pocket Fighter (Super Gem Fighter Mini Mix outside Japan), its a 2D arcade fighting game develop by Capcom for the CPS II system in &#039;&#039;&#039;1997&#039;&#039;&#039;. The most notable aspect its the &#039;&#039;&#039;chibi looking graphi&#039;&#039;&#039;cs, this is because the original idea of the game was to be &amp;quot;a &#039;&#039;&#039;Street Fighter for Kids&#039;&#039;&#039;&amp;quot;, which it would lead to the use of the SD (Super Deformed) &#039;&#039;&#039;artstyle&#039;&#039;&#039;. The game &#039;&#039;&#039;its a spin-off of the puzzle game&#039;&#039;&#039;: Super Puzzle Fighter II Turbo (a spin-off of the original Super Street FIghter II Turbo and Street Fighter Alpha), from which it would inherit some of the characters cast, the art style and one of the key mechanics of the game: &#039;&#039;&#039;The Gems&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The roster, its conformed for some of capcom&#039;s most famous franchise: Street Fighter II, Darkstalkers, Street Fighter Alpha, and the inclusion of some cps3 system titles: Street Fighter III and &#039;&#039;&#039;Read Earth&#039;&#039;&#039;, other characters are included as cameos in the backgrounds.&lt;br /&gt;
&lt;br /&gt;
1997 Capcom&lt;br /&gt;
&lt;br /&gt;
Pages being reworked. Please check back later, or attempt to make sense of this mess.&lt;br /&gt;
&lt;br /&gt;
= Competitive Footage =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ryu-sel.png|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ken-sel.png|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-dan-sel.png|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-chun-li-sel.png|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-sakura-sel.png|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-morrigan-sel.png|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-lei-lei-sel.png|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-felicia-sel.png|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-tabasa-sel.png|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-zangief-sel.png|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ibuki-sel.png|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How to Play =&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-how-to&amp;quot;&amp;gt;&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerB&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-how-to-play.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-p.png|P|link=]] &lt;br /&gt;
Punch &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-k.png|K|link=]] &lt;br /&gt;
Kick &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-s.png|S|link=]] &lt;br /&gt;
Special &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-start.png|Taunt|link=]] &lt;br /&gt;
Taunt &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Taunt and cycle to the next item in your inventory. This was the Start button in AC.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Universal Commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
==== Throw ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When near your opponent, if you press the &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; buttons simultaneously you&#039;ll be able to grab and throw them. You can even do it in the &#039;&#039;&#039;Air&#039;&#039;&#039;! &lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-throw&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-throw&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against&lt;br /&gt;
# The throw tech window starts &#039;&#039;after&#039;&#039; a throw &#039;&#039;connects&#039;&#039;&lt;br /&gt;
# Same frame throws will give the throw to one of the players at random&lt;br /&gt;
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game&lt;br /&gt;
# Most moves have throw invulnerability from frame 2 (Exclusions: &#039;&#039;&#039;Guard Crush&#039;&#039;&#039;, &#039;&#039;&#039;Throw&#039;&#039;&#039;)&lt;br /&gt;
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1&lt;br /&gt;
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it&#039;s safer to just mash some buttons instead.&lt;br /&gt;
# Strict input detection. You need to press P + K in a 1 frame window.&lt;br /&gt;
# You can throw with negative edge (No input leniency here either)&lt;br /&gt;
# Throw will still come out during crouch&lt;br /&gt;
# The universal command throws are considered special moves&lt;br /&gt;
# Most throws do 0 stun and are long enough to reset the opponent&#039;s accumulated stun back to 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Command Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-throw.png|link=|141px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dash / Run ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Cover a set distance much faster than walking by performing a &#039;&#039;&#039;Dash&#039;&#039;&#039;. If you continue to hold forward after a dash, you&#039;ll transition into a &#039;&#039;&#039;Run&#039;&#039;&#039;. On top of all that, you can perform a special &#039;&#039;&#039;Dash Attack&#039;&#039;&#039; during either &#039;&#039;&#039;Forward Dash&#039;&#039;&#039; or a &#039;&#039;&#039;Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-dash&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-dash&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Back Dash has no invul. frames&lt;br /&gt;
# Back Dash is cancellable (&#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, &#039;&#039;&#039;Taunt&#039;&#039;&#039;)&lt;br /&gt;
# Forward Dash &amp;amp; Run are cancellable (Exclusions: &#039;&#039;&#039;5P&#039;&#039;&#039;, &#039;&#039;&#039;5K&#039;&#039;&#039;, &#039;&#039;&#039;Mega Crush&#039;&#039;&#039;, &#039;&#039;&#039;Item Ball&#039;&#039;&#039;, &#039;&#039;&#039;Block&#039;&#039;&#039;)&lt;br /&gt;
# Dashes cannot be cancelled by movement&lt;br /&gt;
# Run is cancellable by movement but needs recovery anim. before blocking&lt;br /&gt;
# Run will autostop with contact of opponent or wall&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash and Backdash&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-6.png|link=|6]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Run&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During Dash or Run)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-dash.png|link=|217px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roll ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you fall to the ground from an unrecovered &#039;&#039;&#039;Launch&#039;&#039;&#039; or a &#039;&#039;&#039;Juggle&#039;&#039;&#039;, you&#039;ll land on your back &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. To disrupt your opponent&#039;s offense, you have the option of moving &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; by &#039;&#039;&#039;Rolling&#039;&#039;&#039; before you get up. Each button travels a different length.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-roll&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-roll&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# You can Roll past your opponent to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Side%20Switch switch sides]&amp;lt;/span&amp;gt; with them&lt;br /&gt;
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo&lt;br /&gt;
# Since you&#039;re moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)&lt;br /&gt;
# Sakura &#039;&#039;&#039;must&#039;&#039;&#039; Roll if she wants to block on wake up (so &#039;&#039;you&#039;&#039; won&#039;t need to remember this information)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 1&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 2&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 3&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-roll.png|link=|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Air Recovery ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you get &#039;&#039;&#039;Thrown&#039;&#039;&#039; into the air or otherwise &#039;&#039;&#039;Launched&#039;&#039;&#039; by various different methods, you can take control of the situation and adjust your flight path by performing an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. After flipping yourself upright again by pressing &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; in the air, you&#039;ll be able to move &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; again and start a counter attack in mid-air. However, &#039;&#039;&#039;you can&#039;t alter the direction of the flip itself&#039;&#039;&#039;. Lastly, as a result of a successful &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, you&#039;ll land back on your feet instead of &#039;&#039;&#039;Knocked down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-ukemi&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-ukemi&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Air Recovery is only possible during a &#039;&#039;&#039;Launch&#039;&#039;&#039; state. See: [[#Launch]], [[#Juggle]]&lt;br /&gt;
# No input leniency. P + K must be pressed on the same frame.&lt;br /&gt;
# Can be performed with &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]&amp;lt;/span&amp;gt; (No leniency here either)&lt;br /&gt;
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.&lt;br /&gt;
# There is a small animation after the flip which is cancellable by special moves&lt;br /&gt;
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the &#039;&#039;&#039;Knockdown&#039;&#039;&#039;, or resorting to &#039;&#039;&#039;Counter Crush&#039;&#039;&#039;, if you meet someone who has studied this satanic technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Air Recovery&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-ukemi.png|link=|132px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Easy Reversal ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. Just mash the &#039;&#039;&#039;Special&#039;&#039;&#039; button at least twice when your character is down, and a dedicated special move will come out on the first possible &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Frame frame]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Wakeup wake up]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. It won&#039;t work if you used your &#039;&#039;&#039;Roll&#039;&#039;&#039; though.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-reversal&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-reversal&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Each character&#039;s Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa&#039;s which is visually unique, Ibuki&#039;s which travels in a different arc, and Felicia&#039;s which is based on her LV.1 Blue Gem Special Move.&lt;br /&gt;
# Gems do not level up the Easy Reversals&lt;br /&gt;
# These moves may not necessarily have invulnerability frames (i dont know yet)&lt;br /&gt;
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-rs.png|link=|S (x2)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Easy Reversal&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-reversal.png|link=|80px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Super Jump ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
If you tap any &#039;&#039;&#039;down&#039;&#039;&#039; direction before an &#039;&#039;&#039;up&#039;&#039;&#039; direction, you can pull off a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Compared to a regular jump, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-superjump&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-superjump&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Super Jumps tend to have 7F of prejump before they&#039;re considered Airborne&lt;br /&gt;
# If you have a 360 command throw it will be 9F, or 12F for Zangief&lt;br /&gt;
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you&#039;re missing it.&lt;br /&gt;
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won&#039;t change the distance, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Super Jump&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-jump.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pursuit Attack ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you &#039;&#039;&#039;Throw&#039;&#039;&#039; or &#039;&#039;&#039;Launch&#039;&#039;&#039; your opponent by various means, they&#039;ll enter a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Input this as soon as they hit the ground and you&#039;ll be able take advantage before they wake up, vampire style, by utilizing your &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-pursuit&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-pursuit&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills&lt;br /&gt;
# Does not work when the opponent is &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Stun Dizzy]&amp;lt;/span&amp;gt;&lt;br /&gt;
# Certain moves will put the opponent into a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state in mid-air, making Pursuit possible before they hit the ground&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Opponent is Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Pursuit Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-pursuit.png|link=|166px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Ball Toss / Item Ball Set ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Start the party by pulling out the &#039;&#039;&#039;Item Balls&#039;&#039;&#039;. You can hold backward to &#039;&#039;&#039;toss&#039;&#039;&#039; an &#039;&#039;&#039;Item Ball&#039;&#039;&#039; with an altered trajectory, or hold down to &#039;&#039;&#039;set&#039;&#039;&#039; it on the ground for a delayed reaction.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-item&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-item&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)&lt;br /&gt;
# Can be performed with negative edge&lt;br /&gt;
# Can be &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]&amp;lt;/span&amp;gt; into &#039;&#039;&#039;Special&#039;&#039;&#039;, &#039;&#039;&#039;Super&#039;&#039;&#039;, &#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, and &#039;&#039;&#039;Taunt&#039;&#039;&#039;&lt;br /&gt;
# Items tend to cause &#039;&#039;&#039;[[#Juggle]]&#039;&#039;&#039; state instead of &#039;&#039;&#039;[[#Launch]]&#039;&#039;&#039; state on hit&lt;br /&gt;
# Items &#039;&#039;&#039;Tossed&#039;&#039;&#039; will bounce off of the wall on contact&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; will stop at the wall on contact (must be touching the ground)&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can be pushed by both players&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can inflict damage to both players&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Toss&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Set&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-item.png|link=|240px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guard Cancel ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Zero out your opponent&#039;s block pressure by executing a &#039;&#039;&#039;Guard Cancel&#039;&#039;&#039;. With one level of &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-counter&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-counter&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Unblockable&lt;br /&gt;
# Can KO the opponent&lt;br /&gt;
# Causes &#039;&#039;&#039;Launch&#039;&#039;&#039; on &#039;&#039;&#039;[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]&#039;&#039;&#039;, making comboing vs &#039;&#039;&#039;Flash Combo&#039;&#039;&#039; pressure difficult&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During &amp;quot;Block Stun&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(After &amp;quot;Block Stop&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Guard Cancel&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-counter.png|link=|140px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mega Crush / Counter Crush ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When you find yourself completely unable to find an opening for attack, or when you are &#039;&#039;&#039;Launched&#039;&#039;&#039; in the air and an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039; just won&#039;t be enough, you can turn to your last resort and perform a &#039;&#039;&#039;Mega Crush&#039;&#039;&#039; (offensive) or a &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; (evasive). In exchange for &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; of your &#039;&#039;&#039;Gems&#039;&#039;&#039; and &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-megacrush&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-megacrush&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.&lt;br /&gt;
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.&lt;br /&gt;
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Mega Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Counter Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-mc.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
The main Items and that give the gimmick to this game are the &amp;quot;Gems&amp;quot;; with three types of: red, yellow, and blue will appear randomly, and by obtaining them, the special move gauge corresponding to each color will be accumulated, making the level rise and the special move will grow, and the performance improves. The maximum level is up to 3In addition to Gems, there are other types of items that appear on-screen. The items that can be dropped are Food (which restores life; the bigger the Food, the more life restored), and Item Balls. You collect items by passing over them. There are two ways of collecting items: Treasure Chests and Item Carriers&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
One of the most important parts of this game is the addition of Power Gems. Gems can be obtained from hitting your opponent, from hitting treasure boxes that are sometimes on the ground, or from hitting the Item Carriers.&lt;br /&gt;
Each Gem color represents a different special attack your character can do. For instance, Ryu&#039;s Hadoken has the Red Gem behind it. The more Gems you collect, the stronger it will become!&lt;br /&gt;
Certian attacks during Flash combos will release more Gems, and some Super Combo&#039;s can release dozens of Gems at once!&lt;br /&gt;
&lt;br /&gt;
=== Item Balls ===&lt;br /&gt;
Orbs that cause damage to your opponent if it hits them, or inflict some other unwanted effect. Fighters begin each battle with one, and can hold up to three at a time.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The food restores the life of the fighter. As mentioned before, the bigger the food is (Ex. The pizza, the big Golden Apple or a whole Steamed Cow) the more your life will be restored (around 15% of the total life). Those can be obteined in Treasure Chest or hitting the Pig Item Carrier, TonTon.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
Hitting someone with either the fourth normal hit in a Flash 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Carriers ===&lt;br /&gt;
Little guys in clouds will fly by across the top of the screen, and will drop Item Balls or Food if you hit them. The item carriers all represent characters from Capcom&#039;s SonSon game, and it&#039;s sequel. Just as in the Journey to the West legend, a monkey (Sonson) accompanied a monk (Sanjou) and his horse, and they were joined by a pig (Tonton) and a turtle (Kappa). The Kaminari (or lightning monster) appears in the stages of SonSon II when a player takes too long and shocks them. Kaminari has the ability to inflict damage to the player in the game if they attack him at the wrong time.&lt;br /&gt;
&lt;br /&gt;
== Offense and Defense ==&lt;br /&gt;
&lt;br /&gt;
=== Guard Crush ===&lt;br /&gt;
&lt;br /&gt;
=== Flash Combo ===&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
=== Anti Air ===&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
= Gem Tips =&lt;br /&gt;
[[File:Smartass.jpg|thumb|none| &amp;quot;Listen here comrade, and you may learn something&amp;quot;]]&lt;br /&gt;
=== Turbo ===&lt;br /&gt;
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]&lt;br /&gt;
&lt;br /&gt;
Enabling turbo speeds can cause specific &#039;&#039;display&#039;&#039; frames to be dropped. However, &#039;&#039;internally&#039;&#039; the game still processes these frames, but cuts this frame and the preceding frame&#039;s &#039;&#039;realtime&#039;&#039; durations in half, packing them both into the duration of one &#039;&#039;display frame&#039;&#039;. I&#039;ll just call these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames for convenience. This can lead to situations where a link which occurs &#039;&#039;internally&#039;&#039; during a 1F window will require a button press in &#039;&#039;&#039;half&#039;&#039;&#039; of a &#039;&#039;display frame&#039;s&#039;&#039; duration in &#039;&#039;realtime&#039;&#039;. Check out this article from Capcom for more in-depth information: &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know if it&#039;s actually possible to input a button press in the half frame window required, and I don&#039;t know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the &#039;&#039;early half&#039;&#039; or the &#039;&#039;late half&#039;&#039; of this &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frame. It might be best to just consider these frames &#039;&#039;&#039;dropped&#039;&#039;&#039; in practice. If the input frames really are skipped, this could also cause some +1 advantage situations to occasionally give you a neutral situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;([https://youtu.be/y9NU10a-pgI?t=1256 Veri7as: Turbo Speeds in Capcom Fighting Games])&amp;lt;/span&amp;gt; This video analyzes alpha 2, but it seems that the skipped input frames in that game are actually a coding error. It should still be possible for different capcom games to have split frame links if this bug was ever fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this game, there are 3 speed settings. The &#039;&#039;&#039;Slow&#039;&#039;&#039; setting will synchronize the &#039;&#039;display framerate&#039;&#039; and the &#039;&#039;internal framerate&#039;&#039; to 60fps. All other speeds will make use of &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames. Here&#039;s how that breaks down:&lt;br /&gt;
&lt;br /&gt;
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)&lt;br /&gt;
* Normal = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 16th display frame (1.07x speed)&lt;br /&gt;
* Fast = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 8th display frame (1.14x speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds. If you are a lagger make sure to use &#039;&#039;&#039;Fast&#039;&#039;&#039; to enhance the effect.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
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. As well, some specials will have more benefits on lower levels at the moment you play neutral than with full lvl. up ones. It´s also important to know when to collect Gems, as good as leveling specials sound, getting the life and neutral adavantage on the screen is more important than hunting Gems whenever you see them, specially with Guard Crush easily stealing your Levels.&lt;br /&gt;
  &lt;br /&gt;
=== Bubble Kara Cancel ===&lt;br /&gt;
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.&lt;br /&gt;
Could also be useful for oki &lt;br /&gt;
&lt;br /&gt;
=== Air Recovery ===&lt;br /&gt;
Hold a direction after teching to move left or right. You can&#039;t actually affect the direction of the tech itself.&lt;br /&gt;
&lt;br /&gt;
The distance you move after recovering depends on both your momentum and the direction you&#039;re holding. You can use this to escape further pressure by being unpredictable.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Dash ===&lt;br /&gt;
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.&lt;br /&gt;
&lt;br /&gt;
=== Prejump and landing ===&lt;br /&gt;
&lt;br /&gt;
Everyone has 4 frames of throw invul during prejump but you&#039;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&#039;t tested this yet.&lt;br /&gt;
&lt;br /&gt;
=== Throw Invulnerability ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Air Block ===&lt;br /&gt;
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&#039;s more like attacking or throwing cancels blockstun, since you can&#039;t do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;t jump and they guess the airthrow you can quite easily antiair.&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
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&#039;s sorta like you do it right after you&#039;ve been grabbed I think. When you get it it says &amp;quot;Tech Bonus&amp;quot; in big letters though so you&#039;ll know.&lt;br /&gt;
&lt;br /&gt;
=== Negative Edge ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Counter Hit ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Dizzy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Launch ===&lt;br /&gt;
Some specific moves and counter hits will send you flying into the air in a &amp;quot;Launch&amp;quot; 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 &amp;quot;infinite&amp;quot; it&#039;s almost certain that you are actually in the escapable launch state and can air recover to safety.&lt;br /&gt;
&lt;br /&gt;
=== Knockdown and Juggle ===&lt;br /&gt;
Not air recovering while in launch state will cause you to get knocked down.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;gt; K &amp;gt; P&lt;br /&gt;
&lt;br /&gt;
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.&lt;br /&gt;
&lt;br /&gt;
=== Combo into throw ===&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Due to the inherent randomness and the fact you&#039;ll most likely be using a Speed faster than Slow, this technique is virtually useless.&lt;br /&gt;
&lt;br /&gt;
=== Sakura bug ===&lt;br /&gt;
Sakura cannot block on wakeup lol&lt;br /&gt;
&lt;br /&gt;
If she rolls she can block though&lt;br /&gt;
&lt;br /&gt;
=== Alpha Counter ===&lt;br /&gt;
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&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
=== Chip Damage ===&lt;br /&gt;
There is no chip damage.&lt;br /&gt;
&lt;br /&gt;
=== Corner Cross Up ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Meter ===&lt;br /&gt;
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.&lt;br /&gt;
&lt;br /&gt;
Big gems fill about half a bar.&lt;br /&gt;
&lt;br /&gt;
The more hits you do in a combo, the more gems you&#039;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&#039;t hoard your meter.&lt;br /&gt;
&lt;br /&gt;
=== Backturn ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Hit States ===&lt;br /&gt;
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states&lt;br /&gt;
&lt;br /&gt;
==== Hit Stun ====&lt;br /&gt;
Standard grounded hit animation after taking damage on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
&lt;br /&gt;
==== Block Stun ====&lt;br /&gt;
Standard grounded guard animation blocking an attack on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Guard Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Block Stun ====&lt;br /&gt;
Aerial version of the above. Usually occurs while &#039;&#039;&#039;Jumping&#039;&#039;&#039;. You can&#039;t be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Normal Cancel (Defender)&lt;br /&gt;
* Throw Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Reset ====&lt;br /&gt;
You flip backward in the air, either right after getting hit in the air, or after using your &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. You are completely invincible and cannot do anything until you reach the ground in a &#039;&#039;&#039;Standing&#039;&#039;&#039; state.&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
&lt;br /&gt;
==== Launch ==== &lt;br /&gt;
You flip backward in the air until you &#039;&#039;&#039;Air Recover&#039;&#039;&#039; ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Some moves cause this on counter hit, but there&#039;s a few that always do it. You&#039;ll &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; if you touch the wall as well.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
* Counter Crush (defender)&lt;br /&gt;
&lt;br /&gt;
==== Juggle ==== &lt;br /&gt;
A few moves can cause an unrecoverable &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. What this means is that before you hit the ground, you will be locked out of &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the &#039;&#039;&#039;Launch&#039;&#039;&#039; state but &#039;&#039;you cannot escape&#039;&#039;, 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 &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; it will still be possible to air throw you, but you&#039;ll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).&lt;br /&gt;
&lt;br /&gt;
There are actually a few different hit states that fit this category according to the game, but I&#039;m going to conflate any comboable launch state that you can&#039;t use an Air Recovery in as the &#039;&#039;&#039;Juggle&#039;&#039;&#039; state unless I find a reason not to.&lt;br /&gt;
&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ==== &lt;br /&gt;
This is the animation after you fell down from either &#039;&#039;&#039;Launch&#039;&#039;&#039; or &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. A fighting game staple. The reason to distinguish this from the &#039;&#039;&#039;Launch&#039;&#039;&#039; and &#039;&#039;&#039;Juggle&#039;&#039;&#039; states is because in this game you can be attacked during the &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state with a &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;, similar to the Vampire games. This state can sometimes occur in midair.&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Tech Roll (Defender)&lt;br /&gt;
* Easy Reversal (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Wall Splat ==== &lt;br /&gt;
Many moves when they knock you back can cause you to splat against the wall. After a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;, 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&#039;s lariat).&lt;br /&gt;
&lt;br /&gt;
There are a few different &amp;quot;fall off the wall&amp;quot; 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&#039;t have enough momentum to send you to another wall.&lt;br /&gt;
&lt;br /&gt;
* Hit OK (Small window)&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Super Wall Bounce ==== &lt;br /&gt;
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&#039;s possible to hit someone again while they&#039;re bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Earth Orbit ==== &lt;br /&gt;
Counter hit only. Occurs when any move that would have triggered a &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; (or just a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;? It&#039;s possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; and you can hit or grab them as they come back onto the screen before landing if you really want to.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air Throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
=== Item Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Shocked ==== &lt;br /&gt;
You got electrocuted, either by the lightning item or by &#039;&#039;&#039;Kaminari&#039;&#039;&#039;. Similar to the standard &#039;&#039;&#039;Launch&#039;&#039;&#039;, except that you can only be airthrown (if they can even reach) and can&#039;t &#039;&#039;&#039;Air Recover&#039;&#039;&#039;.&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Petrified ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Frozen ==== &lt;br /&gt;
Get hit by the ice item while on the ground and you&#039;ll be frozen solid for a length of time. During this you can be hit by anything except throws and you&#039;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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Poison Stun ==== &lt;br /&gt;
Get hit by the poison item either on the ground or in the air and you&#039;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&#039;s different in that you recover much faster and can therefore mash out of it even quicker.&lt;br /&gt;
* You can do anything you want because they are dizzy, just be quick about it&lt;br /&gt;
&lt;br /&gt;
==== Blown up ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
[[File:Pf-group.png|none|480px|right]]&lt;br /&gt;
[[File:justin-tiers.jpg|thumb|right|Tierlist according to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]&amp;lt;/span&amp;gt;. You can&#039;t argue with it.]]&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
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&#039;t know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei&#039;s 2P, and how much lifebar they had before the final hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Hits !! Last hit Health&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 49 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 41 || 3px&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 41 || 0px&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40 || 1px&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 38 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dizzy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Dizzy&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 45&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 40&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 40&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 40&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 35&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 35&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to play (old version, redoing) ==&lt;br /&gt;
Controls&lt;br /&gt;
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]&lt;br /&gt;
[[File:Pf-p.png|Punch]] = Punch&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-k.png|Kick]] = Kick&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] = Special&lt;br /&gt;
* (See: Guard Crush, Easy Inputs)&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-start.png|Start]] = Taunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss&lt;br /&gt;
* &amp;lt;b&amp;gt;(The trajectory can be changed depending on the direction held)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Special cancel window starts &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; contact with opponent)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush&lt;br /&gt;
* (See: Mega Crush/Counter Crush)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech&lt;br /&gt;
* (Input when you are in a Launch state to escape fake combos and land on your feet)&lt;br /&gt;
* &amp;lt;b&amp;gt;(Not always a good option. Pay close attention to your opponent&#039;s offense)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (The trajectory can be changed depending on the direction held)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] = Block&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-1.png|1]] = Low Block&lt;br /&gt;
&lt;br /&gt;
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block&lt;br /&gt;
* (Air blockstun can be cancelled with normals; &amp;lt;b&amp;gt;advantage-on-block moves become punishable&amp;lt;/b&amp;gt;)&lt;br /&gt;
* (Grounded normals are &amp;lt;b&amp;gt;air unblockable&amp;lt;/b&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (8F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])&lt;br /&gt;
* (11F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P&lt;br /&gt;
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P&lt;br /&gt;
* (Despite appearances, &amp;lt;b&amp;gt;this move will always need to be blocked low&amp;lt;/b&amp;gt;)&lt;br /&gt;
* &amp;lt;b&amp;gt;(This move can be special cancelled by every character in the game)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Can be useful for challenging pressure and punishing negative moves)&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher&lt;br /&gt;
* &amp;lt;b&amp;gt;(Launch State on Counter-Hit only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep&lt;br /&gt;
* ([[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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit&lt;br /&gt;
* (Input when the opponent is in a knockdown state)&lt;br /&gt;
&lt;br /&gt;
Guard Crush&lt;br /&gt;
[[File:Pf-s.png|Special]] = Red gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush&lt;br /&gt;
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter&lt;br /&gt;
* &amp;lt;b&amp;gt;(Can only counter Guard Crushes.&amp;lt;/b&amp;gt; Counter window is while flashing blue, then has a whiff animation.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|image = [[File:Pf-flyer2.png | 276px]]&lt;br /&gt;
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix&lt;br /&gt;
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|players = 2&lt;br /&gt;
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-II]&lt;br /&gt;
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]&lt;br /&gt;
}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2492</id>
		<title>Pocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2492"/>
		<updated>2022-07-20T16:35:42Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Guard Cancel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pocket Fighter (Super Gem Fighter Mini Mix outside Japan), its a 2D arcade fighting game develop by Capcom for the CPS II system in 1997. The most notable aspect its the chibi looking graphics, this is because the original idea of the game was to be &amp;quot;a Street Fighter for Kids&amp;quot;, which it would lead to the use of the SD (Super Deformed) artstyle. The game its a spin-off of the puzzle game: Super Puzzle Fighter II Turbo (a spin-off of the original Super Street FIghter II Turbo and Street Fighter Alpha), from which it would inherit some of the characters cast, the art style and one of the key mechanics of the game: The Gems.&lt;br /&gt;
&lt;br /&gt;
The roster its conformed for some of capcom&#039;s most famous franchise: Street Fighter II, Darkstalkers, Street Fighter Alpha, and the inclusion of some cps3 system titles: Street Fighter III and Read Earth, other characters are included as cameos in the backgrounds.&lt;br /&gt;
&lt;br /&gt;
1997 Capcom&lt;br /&gt;
&lt;br /&gt;
Pages being reworked. Please check back later, or attempt to make sense of this mess.&lt;br /&gt;
&lt;br /&gt;
= Competitive Footage =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ryu-sel.png|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ken-sel.png|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-dan-sel.png|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-chun-li-sel.png|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-sakura-sel.png|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-morrigan-sel.png|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-lei-lei-sel.png|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-felicia-sel.png|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-tabasa-sel.png|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-zangief-sel.png|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ibuki-sel.png|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How to Play =&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-how-to&amp;quot;&amp;gt;&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerB&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-how-to-play.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-p.png|P|link=]] &lt;br /&gt;
Punch &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-k.png|K|link=]] &lt;br /&gt;
Kick &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-s.png|S|link=]] &lt;br /&gt;
Special &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-start.png|Taunt|link=]] &lt;br /&gt;
Taunt &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Taunt and cycle to the next item in your inventory. This was the Start button in AC.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Universal Commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
==== Throw ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When near your opponent, if you press the &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; buttons simultaneously you&#039;ll be able to grab and throw them. You can even do it in the &#039;&#039;&#039;Air&#039;&#039;&#039;! &lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-throw&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-throw&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against&lt;br /&gt;
# The throw tech window starts &#039;&#039;after&#039;&#039; a throw &#039;&#039;connects&#039;&#039;&lt;br /&gt;
# Same frame throws will give the throw to one of the players at random&lt;br /&gt;
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game&lt;br /&gt;
# Most moves have throw invulnerability from frame 2 (Exclusions: &#039;&#039;&#039;Guard Crush&#039;&#039;&#039;, &#039;&#039;&#039;Throw&#039;&#039;&#039;)&lt;br /&gt;
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1&lt;br /&gt;
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it&#039;s safer to just mash some buttons instead.&lt;br /&gt;
# Strict input detection. You need to press P + K in a 1 frame window.&lt;br /&gt;
# You can throw with negative edge (No input leniency here either)&lt;br /&gt;
# Throw will still come out during crouch&lt;br /&gt;
# The universal command throws are considered special moves&lt;br /&gt;
# Most throws do 0 stun and are long enough to reset the opponent&#039;s accumulated stun back to 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Command Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-throw.png|link=|141px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dash / Run ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Cover a set distance much faster than walking by performing a &#039;&#039;&#039;Dash&#039;&#039;&#039;. If you continue to hold forward after a dash, you&#039;ll transition into a &#039;&#039;&#039;Run&#039;&#039;&#039;. On top of all that, you can perform a special &#039;&#039;&#039;Dash Attack&#039;&#039;&#039; during either &#039;&#039;&#039;Forward Dash&#039;&#039;&#039; or a &#039;&#039;&#039;Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-dash&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-dash&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Back Dash has no invul. frames&lt;br /&gt;
# Back Dash is cancellable (&#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, &#039;&#039;&#039;Taunt&#039;&#039;&#039;)&lt;br /&gt;
# Forward Dash &amp;amp; Run are cancellable (Exclusions: &#039;&#039;&#039;5P&#039;&#039;&#039;, &#039;&#039;&#039;5K&#039;&#039;&#039;, &#039;&#039;&#039;Mega Crush&#039;&#039;&#039;, &#039;&#039;&#039;Item Ball&#039;&#039;&#039;, &#039;&#039;&#039;Block&#039;&#039;&#039;)&lt;br /&gt;
# Dashes cannot be cancelled by movement&lt;br /&gt;
# Run is cancellable by movement but needs recovery anim. before blocking&lt;br /&gt;
# Run will autostop with contact of opponent or wall&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash and Backdash&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-6.png|link=|6]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Run&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During Dash or Run)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-dash.png|link=|217px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roll ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you fall to the ground from an unrecovered &#039;&#039;&#039;Launch&#039;&#039;&#039; or a &#039;&#039;&#039;Juggle&#039;&#039;&#039;, you&#039;ll land on your back &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. To disrupt your opponent&#039;s offense, you have the option of moving &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; by &#039;&#039;&#039;Rolling&#039;&#039;&#039; before you get up. Each button travels a different length.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-roll&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-roll&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# You can Roll past your opponent to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Side%20Switch switch sides]&amp;lt;/span&amp;gt; with them&lt;br /&gt;
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo&lt;br /&gt;
# Since you&#039;re moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)&lt;br /&gt;
# Sakura &#039;&#039;&#039;must&#039;&#039;&#039; Roll if she wants to block on wake up (so &#039;&#039;you&#039;&#039; won&#039;t need to remember this information)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 1&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 2&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 3&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-roll.png|link=|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Air Recovery ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you get &#039;&#039;&#039;Thrown&#039;&#039;&#039; into the air or otherwise &#039;&#039;&#039;Launched&#039;&#039;&#039; by various different methods, you can take control of the situation and adjust your flight path by performing an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. After flipping yourself upright again by pressing &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; in the air, you&#039;ll be able to move &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; again and start a counter attack in mid-air. However, &#039;&#039;&#039;you can&#039;t alter the direction of the flip itself&#039;&#039;&#039;. Lastly, as a result of a successful &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, you&#039;ll land back on your feet instead of &#039;&#039;&#039;Knocked down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-ukemi&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-ukemi&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Air Recovery is only possible during a &#039;&#039;&#039;Launch&#039;&#039;&#039; state. See: [[#Launch]], [[#Juggle]]&lt;br /&gt;
# No input leniency. P + K must be pressed on the same frame.&lt;br /&gt;
# Can be performed with &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]&amp;lt;/span&amp;gt; (No leniency here either)&lt;br /&gt;
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.&lt;br /&gt;
# There is a small animation after the flip which is cancellable by special moves&lt;br /&gt;
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the &#039;&#039;&#039;Knockdown&#039;&#039;&#039;, or resorting to &#039;&#039;&#039;Counter Crush&#039;&#039;&#039;, if you meet someone who has studied this satanic technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Air Recovery&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-ukemi.png|link=|132px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Easy Reversal ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. Just mash the &#039;&#039;&#039;Special&#039;&#039;&#039; button at least twice when your character is down, and a dedicated special move will come out on the first possible &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Frame frame]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Wakeup wake up]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. It won&#039;t work if you used your &#039;&#039;&#039;Roll&#039;&#039;&#039; though.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-reversal&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-reversal&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Each character&#039;s Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa&#039;s which is visually unique, Ibuki&#039;s which travels in a different arc, and Felicia&#039;s which is based on her LV.1 Blue Gem Special Move.&lt;br /&gt;
# Gems do not level up the Easy Reversals&lt;br /&gt;
# These moves may not necessarily have invulnerability frames (i dont know yet)&lt;br /&gt;
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-rs.png|link=|S (x2)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Easy Reversal&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-reversal.png|link=|80px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Super Jump ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
If you tap any &#039;&#039;&#039;down&#039;&#039;&#039; direction before an &#039;&#039;&#039;up&#039;&#039;&#039; direction, you can pull off a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Compared to a regular jump, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-superjump&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-superjump&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Super Jumps tend to have 7F of prejump before they&#039;re considered Airborne&lt;br /&gt;
# If you have a 360 command throw it will be 9F, or 12F for Zangief&lt;br /&gt;
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you&#039;re missing it.&lt;br /&gt;
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won&#039;t change the distance, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Super Jump&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-jump.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pursuit Attack ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you &#039;&#039;&#039;Throw&#039;&#039;&#039; or &#039;&#039;&#039;Launch&#039;&#039;&#039; your opponent by various means, they&#039;ll enter a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Input this as soon as they hit the ground and you&#039;ll be able take advantage before they wake up, vampire style, by utilizing your &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-pursuit&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-pursuit&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills&lt;br /&gt;
# Does not work when the opponent is &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Stun Dizzy]&amp;lt;/span&amp;gt;&lt;br /&gt;
# Certain moves will put the opponent into a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state in mid-air, making Pursuit possible before they hit the ground&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Opponent is Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Pursuit Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-pursuit.png|link=|166px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Ball Toss / Item Ball Set ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Start the party by pulling out the &#039;&#039;&#039;Item Balls&#039;&#039;&#039;. You can hold backward to &#039;&#039;&#039;toss&#039;&#039;&#039; an &#039;&#039;&#039;Item Ball&#039;&#039;&#039; with an altered trajectory, or hold down to &#039;&#039;&#039;set&#039;&#039;&#039; it on the ground for a delayed reaction.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-item&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-item&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)&lt;br /&gt;
# Can be performed with negative edge&lt;br /&gt;
# Can be &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]&amp;lt;/span&amp;gt; into &#039;&#039;&#039;Special&#039;&#039;&#039;, &#039;&#039;&#039;Super&#039;&#039;&#039;, &#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, and &#039;&#039;&#039;Taunt&#039;&#039;&#039;&lt;br /&gt;
# Items tend to cause &#039;&#039;&#039;[[#Juggle]]&#039;&#039;&#039; state instead of &#039;&#039;&#039;[[#Launch]]&#039;&#039;&#039; state on hit&lt;br /&gt;
# Items &#039;&#039;&#039;Tossed&#039;&#039;&#039; will bounce off of the wall on contact&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; will stop at the wall on contact (must be touching the ground)&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can be pushed by both players&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can inflict damage to both players&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Toss&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Set&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-item.png|link=|240px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guard Cancel ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Zero out your opponent&#039;s block pressure by executing a &#039;&#039;&#039;Guard Cancel&#039;&#039;&#039;. With one level of &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-counter&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-counter&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Unblockable&lt;br /&gt;
# Can KO the opponent&lt;br /&gt;
# Causes &#039;&#039;&#039;Launch&#039;&#039;&#039; on &#039;&#039;&#039;[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]&#039;&#039;&#039;, making comboing vs &#039;&#039;&#039;Flash Combo&#039;&#039;&#039; pressure difficult&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During &amp;quot;Block Stun&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(After &amp;quot;Block Stop&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Guard Cancel&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-counter.png|link=|140px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mega Crush / Counter Crush ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When you find yourself completely unable to find an opening for attack, or when you are &#039;&#039;&#039;Launched&#039;&#039;&#039; in the air and an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039; just won&#039;t be enough, you can turn to your last resort and perform a &#039;&#039;&#039;Mega Crush&#039;&#039;&#039; (offensive) or a &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; (evasive). In exchange for &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; of your &#039;&#039;&#039;Gems&#039;&#039;&#039; and &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-megacrush&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-megacrush&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.&lt;br /&gt;
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.&lt;br /&gt;
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Mega Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Counter Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-mc.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
The main Items and that give the gimmick to this game are the &amp;quot;Gems&amp;quot;; with three types of: red, yellow, and blue will appear randomly, and by obtaining them, the special move gauge corresponding to each color will be accumulated, making the level rise and the special move will grow, and the performance improves. The maximum level is up to 3In addition to Gems, there are other types of items that appear on-screen. The items that can be dropped are Food (which restores life; the bigger the Food, the more life restored), and Item Balls. You collect items by passing over them. There are two ways of collecting items: Treasure Chests and Item Carriers&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
One of the most important parts of this game is the addition of Power Gems. Gems can be obtained from hitting your opponent, from hitting treasure boxes that are sometimes on the ground, or from hitting the Item Carriers.&lt;br /&gt;
Each Gem color represents a different special attack your character can do. For instance, Ryu&#039;s Hadoken has the Red Gem behind it. The more Gems you collect, the stronger it will become!&lt;br /&gt;
Certian attacks during Flash combos will release more Gems, and some Super Combo&#039;s can release dozens of Gems at once!&lt;br /&gt;
&lt;br /&gt;
=== Item Balls ===&lt;br /&gt;
Orbs that cause damage to your opponent if it hits them, or inflict some other unwanted effect. Fighters begin each battle with one, and can hold up to three at a time.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The food restores the life of the fighter. As mentioned before, the bigger the food is (Ex. The pizza, the big Golden Apple or a whole Steamed Cow) the more your life will be restored (around 15% of the total life). Those can be obteined in Treasure Chest or hitting the Pig Item Carrier, TonTon.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
Hitting someone with either the fourth normal hit in a Flash 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Carriers ===&lt;br /&gt;
Little guys in clouds will fly by across the top of the screen, and will drop Item Balls or Food if you hit them. The item carriers all represent characters from Capcom&#039;s SonSon game, and it&#039;s sequel. Just as in the Journey to the West legend, a monkey (Sonson) accompanied a monk (Sanjou) and his horse, and they were joined by a pig (Tonton) and a turtle (Kappa). The Kaminari (or lightning monster) appears in the stages of SonSon II when a player takes too long and shocks them. Kaminari has the ability to inflict damage to the player in the game if they attack him at the wrong time.&lt;br /&gt;
&lt;br /&gt;
== Offense and Defense ==&lt;br /&gt;
&lt;br /&gt;
=== Guard Crush ===&lt;br /&gt;
&lt;br /&gt;
=== Flash Combo ===&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
=== Anti Air ===&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
= Gem Tips =&lt;br /&gt;
[[File:Smartass.jpg|thumb|none| &amp;quot;Listen here comrade, and you may learn something&amp;quot;]]&lt;br /&gt;
=== Turbo ===&lt;br /&gt;
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]&lt;br /&gt;
&lt;br /&gt;
Enabling turbo speeds can cause specific &#039;&#039;display&#039;&#039; frames to be dropped. However, &#039;&#039;internally&#039;&#039; the game still processes these frames, but cuts this frame and the preceding frame&#039;s &#039;&#039;realtime&#039;&#039; durations in half, packing them both into the duration of one &#039;&#039;display frame&#039;&#039;. I&#039;ll just call these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames for convenience. This can lead to situations where a link which occurs &#039;&#039;internally&#039;&#039; during a 1F window will require a button press in &#039;&#039;&#039;half&#039;&#039;&#039; of a &#039;&#039;display frame&#039;s&#039;&#039; duration in &#039;&#039;realtime&#039;&#039;. Check out this article from Capcom for more in-depth information: &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know if it&#039;s actually possible to input a button press in the half frame window required, and I don&#039;t know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the &#039;&#039;early half&#039;&#039; or the &#039;&#039;late half&#039;&#039; of this &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frame. It might be best to just consider these frames &#039;&#039;&#039;dropped&#039;&#039;&#039; in practice. If the input frames really are skipped, this could also cause some +1 advantage situations to occasionally give you a neutral situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;([https://youtu.be/y9NU10a-pgI?t=1256 Veri7as: Turbo Speeds in Capcom Fighting Games])&amp;lt;/span&amp;gt; This video analyzes alpha 2, but it seems that the skipped input frames in that game are actually a coding error. It should still be possible for different capcom games to have split frame links if this bug was ever fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this game, there are 3 speed settings. The &#039;&#039;&#039;Slow&#039;&#039;&#039; setting will synchronize the &#039;&#039;display framerate&#039;&#039; and the &#039;&#039;internal framerate&#039;&#039; to 60fps. All other speeds will make use of &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames. Here&#039;s how that breaks down:&lt;br /&gt;
&lt;br /&gt;
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)&lt;br /&gt;
* Normal = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 16th display frame (1.07x speed)&lt;br /&gt;
* Fast = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 8th display frame (1.14x speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds. If you are a lagger make sure to use &#039;&#039;&#039;Fast&#039;&#039;&#039; to enhance the effect.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
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. As well, some specials will have more benefits on lower levels at the moment you play neutral than with full lvl. up ones. It´s also important to know when to collect Gems, as good as leveling specials sound, getting the life and neutral adavantage on the screen is more important than hunting Gems whenever you see them, specially with Guard Crush easily stealing your Levels.&lt;br /&gt;
  &lt;br /&gt;
=== Bubble Kara Cancel ===&lt;br /&gt;
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.&lt;br /&gt;
Could also be useful for oki &lt;br /&gt;
&lt;br /&gt;
=== Air Recovery ===&lt;br /&gt;
Hold a direction after teching to move left or right. You can&#039;t actually affect the direction of the tech itself.&lt;br /&gt;
&lt;br /&gt;
The distance you move after recovering depends on both your momentum and the direction you&#039;re holding. You can use this to escape further pressure by being unpredictable.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Dash ===&lt;br /&gt;
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.&lt;br /&gt;
&lt;br /&gt;
=== Prejump and landing ===&lt;br /&gt;
&lt;br /&gt;
Everyone has 4 frames of throw invul during prejump but you&#039;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&#039;t tested this yet.&lt;br /&gt;
&lt;br /&gt;
=== Throw Invulnerability ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Air Block ===&lt;br /&gt;
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&#039;s more like attacking or throwing cancels blockstun, since you can&#039;t do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;t jump and they guess the airthrow you can quite easily antiair.&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
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&#039;s sorta like you do it right after you&#039;ve been grabbed I think. When you get it it says &amp;quot;Tech Bonus&amp;quot; in big letters though so you&#039;ll know.&lt;br /&gt;
&lt;br /&gt;
=== Negative Edge ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Counter Hit ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Dizzy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Launch ===&lt;br /&gt;
Some specific moves and counter hits will send you flying into the air in a &amp;quot;Launch&amp;quot; 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 &amp;quot;infinite&amp;quot; it&#039;s almost certain that you are actually in the escapable launch state and can air recover to safety.&lt;br /&gt;
&lt;br /&gt;
=== Knockdown and Juggle ===&lt;br /&gt;
Not air recovering while in launch state will cause you to get knocked down.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;gt; K &amp;gt; P&lt;br /&gt;
&lt;br /&gt;
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.&lt;br /&gt;
&lt;br /&gt;
=== Combo into throw ===&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Due to the inherent randomness and the fact you&#039;ll most likely be using a Speed faster than Slow, this technique is virtually useless.&lt;br /&gt;
&lt;br /&gt;
=== Sakura bug ===&lt;br /&gt;
Sakura cannot block on wakeup lol&lt;br /&gt;
&lt;br /&gt;
If she rolls she can block though&lt;br /&gt;
&lt;br /&gt;
=== Alpha Counter ===&lt;br /&gt;
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&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
=== Chip Damage ===&lt;br /&gt;
There is no chip damage.&lt;br /&gt;
&lt;br /&gt;
=== Corner Cross Up ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Meter ===&lt;br /&gt;
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.&lt;br /&gt;
&lt;br /&gt;
Big gems fill about half a bar.&lt;br /&gt;
&lt;br /&gt;
The more hits you do in a combo, the more gems you&#039;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&#039;t hoard your meter.&lt;br /&gt;
&lt;br /&gt;
=== Backturn ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Hit States ===&lt;br /&gt;
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states&lt;br /&gt;
&lt;br /&gt;
==== Hit Stun ====&lt;br /&gt;
Standard grounded hit animation after taking damage on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
&lt;br /&gt;
==== Block Stun ====&lt;br /&gt;
Standard grounded guard animation blocking an attack on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Guard Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Block Stun ====&lt;br /&gt;
Aerial version of the above. Usually occurs while &#039;&#039;&#039;Jumping&#039;&#039;&#039;. You can&#039;t be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Normal Cancel (Defender)&lt;br /&gt;
* Throw Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Reset ====&lt;br /&gt;
You flip backward in the air, either right after getting hit in the air, or after using your &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. You are completely invincible and cannot do anything until you reach the ground in a &#039;&#039;&#039;Standing&#039;&#039;&#039; state.&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
&lt;br /&gt;
==== Launch ==== &lt;br /&gt;
You flip backward in the air until you &#039;&#039;&#039;Air Recover&#039;&#039;&#039; ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Some moves cause this on counter hit, but there&#039;s a few that always do it. You&#039;ll &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; if you touch the wall as well.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
* Counter Crush (defender)&lt;br /&gt;
&lt;br /&gt;
==== Juggle ==== &lt;br /&gt;
A few moves can cause an unrecoverable &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. What this means is that before you hit the ground, you will be locked out of &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the &#039;&#039;&#039;Launch&#039;&#039;&#039; state but &#039;&#039;you cannot escape&#039;&#039;, 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 &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; it will still be possible to air throw you, but you&#039;ll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).&lt;br /&gt;
&lt;br /&gt;
There are actually a few different hit states that fit this category according to the game, but I&#039;m going to conflate any comboable launch state that you can&#039;t use an Air Recovery in as the &#039;&#039;&#039;Juggle&#039;&#039;&#039; state unless I find a reason not to.&lt;br /&gt;
&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ==== &lt;br /&gt;
This is the animation after you fell down from either &#039;&#039;&#039;Launch&#039;&#039;&#039; or &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. A fighting game staple. The reason to distinguish this from the &#039;&#039;&#039;Launch&#039;&#039;&#039; and &#039;&#039;&#039;Juggle&#039;&#039;&#039; states is because in this game you can be attacked during the &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state with a &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;, similar to the Vampire games. This state can sometimes occur in midair.&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Tech Roll (Defender)&lt;br /&gt;
* Easy Reversal (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Wall Splat ==== &lt;br /&gt;
Many moves when they knock you back can cause you to splat against the wall. After a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;, 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&#039;s lariat).&lt;br /&gt;
&lt;br /&gt;
There are a few different &amp;quot;fall off the wall&amp;quot; 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&#039;t have enough momentum to send you to another wall.&lt;br /&gt;
&lt;br /&gt;
* Hit OK (Small window)&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Super Wall Bounce ==== &lt;br /&gt;
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&#039;s possible to hit someone again while they&#039;re bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Earth Orbit ==== &lt;br /&gt;
Counter hit only. Occurs when any move that would have triggered a &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; (or just a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;? It&#039;s possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; and you can hit or grab them as they come back onto the screen before landing if you really want to.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air Throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
=== Item Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Shocked ==== &lt;br /&gt;
You got electrocuted, either by the lightning item or by &#039;&#039;&#039;Kaminari&#039;&#039;&#039;. Similar to the standard &#039;&#039;&#039;Launch&#039;&#039;&#039;, except that you can only be airthrown (if they can even reach) and can&#039;t &#039;&#039;&#039;Air Recover&#039;&#039;&#039;.&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Petrified ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Frozen ==== &lt;br /&gt;
Get hit by the ice item while on the ground and you&#039;ll be frozen solid for a length of time. During this you can be hit by anything except throws and you&#039;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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Poison Stun ==== &lt;br /&gt;
Get hit by the poison item either on the ground or in the air and you&#039;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&#039;s different in that you recover much faster and can therefore mash out of it even quicker.&lt;br /&gt;
* You can do anything you want because they are dizzy, just be quick about it&lt;br /&gt;
&lt;br /&gt;
==== Blown up ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
[[File:Pf-group.png|none|480px|right]]&lt;br /&gt;
[[File:justin-tiers.jpg|thumb|right|Tierlist according to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]&amp;lt;/span&amp;gt;. You can&#039;t argue with it.]]&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
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&#039;t know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei&#039;s 2P, and how much lifebar they had before the final hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Hits !! Last hit Health&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 49 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 41 || 3px&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 41 || 0px&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40 || 1px&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 38 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dizzy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Dizzy&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 45&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 40&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 40&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 40&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 35&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 35&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to play (old version, redoing) ==&lt;br /&gt;
Controls&lt;br /&gt;
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]&lt;br /&gt;
[[File:Pf-p.png|Punch]] = Punch&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-k.png|Kick]] = Kick&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] = Special&lt;br /&gt;
* (See: Guard Crush, Easy Inputs)&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-start.png|Start]] = Taunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss&lt;br /&gt;
* &amp;lt;b&amp;gt;(The trajectory can be changed depending on the direction held)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Special cancel window starts &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; contact with opponent)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush&lt;br /&gt;
* (See: Mega Crush/Counter Crush)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech&lt;br /&gt;
* (Input when you are in a Launch state to escape fake combos and land on your feet)&lt;br /&gt;
* &amp;lt;b&amp;gt;(Not always a good option. Pay close attention to your opponent&#039;s offense)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (The trajectory can be changed depending on the direction held)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] = Block&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-1.png|1]] = Low Block&lt;br /&gt;
&lt;br /&gt;
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block&lt;br /&gt;
* (Air blockstun can be cancelled with normals; &amp;lt;b&amp;gt;advantage-on-block moves become punishable&amp;lt;/b&amp;gt;)&lt;br /&gt;
* (Grounded normals are &amp;lt;b&amp;gt;air unblockable&amp;lt;/b&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (8F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])&lt;br /&gt;
* (11F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P&lt;br /&gt;
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P&lt;br /&gt;
* (Despite appearances, &amp;lt;b&amp;gt;this move will always need to be blocked low&amp;lt;/b&amp;gt;)&lt;br /&gt;
* &amp;lt;b&amp;gt;(This move can be special cancelled by every character in the game)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Can be useful for challenging pressure and punishing negative moves)&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher&lt;br /&gt;
* &amp;lt;b&amp;gt;(Launch State on Counter-Hit only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep&lt;br /&gt;
* ([[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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit&lt;br /&gt;
* (Input when the opponent is in a knockdown state)&lt;br /&gt;
&lt;br /&gt;
Guard Crush&lt;br /&gt;
[[File:Pf-s.png|Special]] = Red gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush&lt;br /&gt;
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter&lt;br /&gt;
* &amp;lt;b&amp;gt;(Can only counter Guard Crushes.&amp;lt;/b&amp;gt; Counter window is while flashing blue, then has a whiff animation.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|image = [[File:Pf-flyer2.png | 276px]]&lt;br /&gt;
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix&lt;br /&gt;
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|players = 2&lt;br /&gt;
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-II]&lt;br /&gt;
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]&lt;br /&gt;
}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2475</id>
		<title>Pocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2475"/>
		<updated>2022-06-12T04:11:18Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Turbo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pocket Fighter AKA Super Gem Fighter: Mini Mix&lt;br /&gt;
&lt;br /&gt;
1997 Capcom&lt;br /&gt;
&lt;br /&gt;
Pages being reworked. Please check back later, or attempt to make sense of this mess.&lt;br /&gt;
&lt;br /&gt;
= Competitive Footage =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ryu-sel.png|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ken-sel.png|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-dan-sel.png|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-chun-li-sel.png|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-sakura-sel.png|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-morrigan-sel.png|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-lei-lei-sel.png|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-felicia-sel.png|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-tabasa-sel.png|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-zangief-sel.png|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ibuki-sel.png|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How to Play =&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-how-to&amp;quot;&amp;gt;&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerB&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-how-to-play.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-p.png|P|link=]] &lt;br /&gt;
Punch &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-k.png|K|link=]] &lt;br /&gt;
Kick &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-s.png|S|link=]] &lt;br /&gt;
Special &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-start.png|Taunt|link=]] &lt;br /&gt;
Taunt &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Taunt and cycle to the next item in your inventory. This was the Start button in AC.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Universal Commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
==== Throw ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When near your opponent, if you press the &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; buttons simultaneously you&#039;ll be able to grab and throw them. You can even do it in the &#039;&#039;&#039;Air&#039;&#039;&#039;! &lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-throw&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-throw&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against&lt;br /&gt;
# The throw tech window starts &#039;&#039;after&#039;&#039; a throw &#039;&#039;connects&#039;&#039;&lt;br /&gt;
# Same frame throws will give the throw to one of the players at random&lt;br /&gt;
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game&lt;br /&gt;
# Most moves have throw invulnerability from frame 2 (Exclusions: &#039;&#039;&#039;Guard Crush&#039;&#039;&#039;, &#039;&#039;&#039;Throw&#039;&#039;&#039;)&lt;br /&gt;
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1&lt;br /&gt;
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it&#039;s safer to just mash some buttons instead.&lt;br /&gt;
# Strict input detection. You need to press P + K in a 1 frame window.&lt;br /&gt;
# You can throw with negative edge (No input leniency here either)&lt;br /&gt;
# Throw will still come out during crouch&lt;br /&gt;
# The universal command throws are considered special moves&lt;br /&gt;
# Most throws do 0 stun and are long enough to reset the opponent&#039;s accumulated stun back to 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Command Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-throw.png|link=|141px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dash / Run ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Cover a set distance much faster than walking by performing a &#039;&#039;&#039;Dash&#039;&#039;&#039;. If you continue to hold forward after a dash, you&#039;ll transition into a &#039;&#039;&#039;Run&#039;&#039;&#039;. On top of all that, you can perform a special &#039;&#039;&#039;Dash Attack&#039;&#039;&#039; during either &#039;&#039;&#039;Forward Dash&#039;&#039;&#039; or a &#039;&#039;&#039;Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-dash&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-dash&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Back Dash has no invul. frames&lt;br /&gt;
# Back Dash is cancellable (&#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, &#039;&#039;&#039;Taunt&#039;&#039;&#039;)&lt;br /&gt;
# Forward Dash &amp;amp; Run are cancellable (Exclusions: &#039;&#039;&#039;5P&#039;&#039;&#039;, &#039;&#039;&#039;5K&#039;&#039;&#039;, &#039;&#039;&#039;Mega Crush&#039;&#039;&#039;, &#039;&#039;&#039;Item Ball&#039;&#039;&#039;, &#039;&#039;&#039;Block&#039;&#039;&#039;)&lt;br /&gt;
# Dashes cannot be cancelled by movement&lt;br /&gt;
# Run is cancellable by movement but needs recovery anim. before blocking&lt;br /&gt;
# Run will autostop with contact of opponent or wall&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash and Backdash&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-6.png|link=|6]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Run&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During Dash or Run)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-dash.png|link=|217px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roll ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you fall to the ground from an unrecovered &#039;&#039;&#039;Launch&#039;&#039;&#039; or a &#039;&#039;&#039;Juggle&#039;&#039;&#039;, you&#039;ll land on your back &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. To disrupt your opponent&#039;s offense, you have the option of moving &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; by &#039;&#039;&#039;Rolling&#039;&#039;&#039; before you get up. Each button travels a different length.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-roll&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-roll&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# You can Roll past your opponent to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Side%20Switch switch sides]&amp;lt;/span&amp;gt; with them&lt;br /&gt;
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo&lt;br /&gt;
# Since you&#039;re moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)&lt;br /&gt;
# Sakura &#039;&#039;&#039;must&#039;&#039;&#039; Roll if she wants to block on wake up (so &#039;&#039;you&#039;&#039; won&#039;t need to remember this information)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 1&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 2&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 3&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-roll.png|link=|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Air Recovery ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you get &#039;&#039;&#039;Thrown&#039;&#039;&#039; into the air or otherwise &#039;&#039;&#039;Launched&#039;&#039;&#039; by various different methods, you can take control of the situation and adjust your flight path by performing an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. After flipping yourself upright again by pressing &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; in the air, you&#039;ll be able to move &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; again and start a counter attack in mid-air. However, &#039;&#039;&#039;you can&#039;t alter the direction of the flip itself&#039;&#039;&#039;. Lastly, as a result of a successful &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, you&#039;ll land back on your feet instead of &#039;&#039;&#039;Knocked down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-ukemi&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-ukemi&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Air Recovery is only possible during a &#039;&#039;&#039;Launch&#039;&#039;&#039; state. See: [[#Launch]], [[#Juggle]]&lt;br /&gt;
# No input leniency. P + K must be pressed on the same frame.&lt;br /&gt;
# Can be performed with &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]&amp;lt;/span&amp;gt; (No leniency here either)&lt;br /&gt;
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.&lt;br /&gt;
# There is a small animation after the flip which is cancellable by special moves&lt;br /&gt;
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the &#039;&#039;&#039;Knockdown&#039;&#039;&#039;, or resorting to &#039;&#039;&#039;Counter Crush&#039;&#039;&#039;, if you meet someone who has studied this satanic technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Air Recovery&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-ukemi.png|link=|132px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Easy Reversal ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. Just mash the &#039;&#039;&#039;Special&#039;&#039;&#039; button at least twice when your character is down, and a dedicated special move will come out on the first possible &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Frame frame]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Wakeup wake up]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. It won&#039;t work if you used your &#039;&#039;&#039;Roll&#039;&#039;&#039; though.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-reversal&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-reversal&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Each character&#039;s Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa&#039;s which is visually unique, Ibuki&#039;s which travels in a different arc, and Felicia&#039;s which is based on her LV.1 Blue Gem Special Move.&lt;br /&gt;
# Gems do not level up the Easy Reversals&lt;br /&gt;
# These moves may not necessarily have invulnerability frames (i dont know yet)&lt;br /&gt;
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-rs.png|link=|S (x2)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Easy Reversal&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-reversal.png|link=|80px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Super Jump ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
If you tap any &#039;&#039;&#039;down&#039;&#039;&#039; direction before an &#039;&#039;&#039;up&#039;&#039;&#039; direction, you can pull off a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Compared to a regular jump, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-superjump&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-superjump&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Super Jumps tend to have 7F of prejump before they&#039;re considered Airborne&lt;br /&gt;
# If you have a 360 command throw it will be 9F, or 12F for Zangief&lt;br /&gt;
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you&#039;re missing it.&lt;br /&gt;
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won&#039;t change the distance, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Super Jump&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-jump.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pursuit Attack ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you &#039;&#039;&#039;Throw&#039;&#039;&#039; or &#039;&#039;&#039;Launch&#039;&#039;&#039; your opponent by various means, they&#039;ll enter a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Input this as soon as they hit the ground and you&#039;ll be able take advantage before they wake up, vampire style, by utilizing your &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-pursuit&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-pursuit&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills&lt;br /&gt;
# Does not work when the opponent is &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Stun Dizzy]&amp;lt;/span&amp;gt;&lt;br /&gt;
# Certain moves will put the opponent into a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state in mid-air, making Pursuit possible before they hit the ground&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Opponent is Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Pursuit Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-pursuit.png|link=|166px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Ball Toss / Item Ball Set ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Start the party by pulling out the &#039;&#039;&#039;Item Balls&#039;&#039;&#039;. You can hold backward to &#039;&#039;&#039;toss&#039;&#039;&#039; an &#039;&#039;&#039;Item Ball&#039;&#039;&#039; with an altered trajectory, or hold down to &#039;&#039;&#039;set&#039;&#039;&#039; it on the ground for a delayed reaction.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-item&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-item&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)&lt;br /&gt;
# Can be performed with negative edge&lt;br /&gt;
# Can be &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]&amp;lt;/span&amp;gt; into &#039;&#039;&#039;Special&#039;&#039;&#039;, &#039;&#039;&#039;Super&#039;&#039;&#039;, &#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, and &#039;&#039;&#039;Taunt&#039;&#039;&#039;&lt;br /&gt;
# Items tend to cause &#039;&#039;&#039;[[#Juggle]]&#039;&#039;&#039; state instead of &#039;&#039;&#039;[[#Launch]]&#039;&#039;&#039; state on hit&lt;br /&gt;
# Items &#039;&#039;&#039;Tossed&#039;&#039;&#039; will bounce off of the wall on contact&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; will stop at the wall on contact (must be touching the ground)&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can be pushed by both players&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can inflict damage to both players&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Toss&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Set&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-item.png|link=|240px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guard Cancel ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Fuck you! Assert your alpha energy and punish your opponent&#039;s block pressure by executing a &#039;&#039;&#039;Guard Cancel&#039;&#039;&#039;. With one level of &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-counter&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-counter&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Unblockable&lt;br /&gt;
# Can KO the opponent&lt;br /&gt;
# Causes &#039;&#039;&#039;Launch&#039;&#039;&#039; on &#039;&#039;&#039;[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]&#039;&#039;&#039;, making comboing vs &#039;&#039;&#039;Flash Combo&#039;&#039;&#039; pressure difficult&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During &amp;quot;Block Stun&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(After &amp;quot;Block Stop&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Guard Cancel&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-counter.png|link=|140px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mega Crush / Counter Crush ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When you find yourself completely unable to find an opening for attack, or when you are &#039;&#039;&#039;Launched&#039;&#039;&#039; in the air and an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039; just won&#039;t be enough, you can turn to your last resort and perform a &#039;&#039;&#039;Mega Crush&#039;&#039;&#039; (offensive) or a &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; (evasive). In exchange for &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; of your &#039;&#039;&#039;Gems&#039;&#039;&#039; and &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-megacrush&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-megacrush&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.&lt;br /&gt;
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.&lt;br /&gt;
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Mega Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Counter Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-mc.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
&lt;br /&gt;
=== Item Balls ===&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
&lt;br /&gt;
=== Item Carriers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Offense and Defense ==&lt;br /&gt;
&lt;br /&gt;
=== Guard Crush ===&lt;br /&gt;
&lt;br /&gt;
=== Flash Combo ===&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
=== Anti Air ===&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
= Gem God Tips for the Autistic (you) =&lt;br /&gt;
=== Turbo ===&lt;br /&gt;
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]&lt;br /&gt;
&lt;br /&gt;
Enabling turbo speeds can cause specific &#039;&#039;display&#039;&#039; frames to be dropped. However, &#039;&#039;internally&#039;&#039; the game still processes these frames, but cuts this frame and the preceding frame&#039;s &#039;&#039;realtime&#039;&#039; durations in half, packing them both into the duration of one &#039;&#039;display frame&#039;&#039;. I&#039;ll just call these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames for convenience. This can lead to situations where a link which occurs &#039;&#039;internally&#039;&#039; during a 1F window will require a button press in &#039;&#039;&#039;half&#039;&#039;&#039; of a &#039;&#039;display frame&#039;s&#039;&#039; duration in &#039;&#039;realtime&#039;&#039;. Check out this article from Capcom for more in-depth information: &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know if it&#039;s actually possible to input a button press in the half frame window required, and I don&#039;t know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the &#039;&#039;early half&#039;&#039; or the &#039;&#039;late half&#039;&#039; of this &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frame. It might be best to just consider these frames &#039;&#039;&#039;dropped&#039;&#039;&#039; in practice. If the input frames really are skipped, this could also cause some +1 advantage situations to occasionally give you a neutral situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;([https://youtu.be/y9NU10a-pgI?t=1256 Veri7as: Turbo Speeds in Capcom Fighting Games])&amp;lt;/span&amp;gt; This video analyzes alpha 2, but it seems that the skipped input frames in that game are actually a coding error. It should still be possible for different capcom games to have split frame links if this bug was ever fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this game, there are 3 speed settings. The &#039;&#039;&#039;Slow&#039;&#039;&#039; setting will synchronize the &#039;&#039;display framerate&#039;&#039; and the &#039;&#039;internal framerate&#039;&#039; to 60fps. All other speeds will make use of &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames. Here&#039;s how that breaks down:&lt;br /&gt;
&lt;br /&gt;
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)&lt;br /&gt;
* Normal = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 16th display frame (1.07x speed)&lt;br /&gt;
* Fast = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 8th display frame (1.14x speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds. If you are a lagger make sure to use &#039;&#039;&#039;Fast&#039;&#039;&#039; to enhance the effect.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
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.&lt;br /&gt;
  &lt;br /&gt;
=== Bubble Kara Cancel ===&lt;br /&gt;
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.&lt;br /&gt;
Could also be useful for oki &lt;br /&gt;
&lt;br /&gt;
=== Air Recovery ===&lt;br /&gt;
Hold a direction after teching to move left or right. You can&#039;t actually affect the direction of the tech itself.&lt;br /&gt;
&lt;br /&gt;
The distance you move after recovering depends on both your momentum and the direction you&#039;re holding. You can use this to escape further pressure by being unpredictable.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Dash ===&lt;br /&gt;
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.&lt;br /&gt;
&lt;br /&gt;
=== Prejump and landing ===&lt;br /&gt;
&lt;br /&gt;
Everyone has 4 frames of throw invul during prejump but you&#039;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&#039;t tested this yet.&lt;br /&gt;
&lt;br /&gt;
=== Throw Invulnerability ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Air Block ===&lt;br /&gt;
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&#039;s more like attacking or throwing cancels blockstun, since you can&#039;t do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;t jump and they guess the airthrow you can quite easily antiair.&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
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&#039;s sorta like you do it right after you&#039;ve been grabbed I think. When you get it it says &amp;quot;Tech Bonus&amp;quot; in big letters though so you&#039;ll know.&lt;br /&gt;
&lt;br /&gt;
=== Negative Edge ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Counter Hit ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Dizzy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Launch ===&lt;br /&gt;
Some specific moves and counter hits will send you flying into the air in a &amp;quot;Launch&amp;quot; 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 &amp;quot;infinite&amp;quot; it&#039;s almost certain that you are actually in the escapable launch state and can air recover to safety.&lt;br /&gt;
&lt;br /&gt;
=== Knockdown and Juggle ===&lt;br /&gt;
Not air recovering while in launch state will cause you to get knocked down.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;gt; K &amp;gt; P&lt;br /&gt;
&lt;br /&gt;
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.&lt;br /&gt;
&lt;br /&gt;
=== Combo into throw ===&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Due to the inherent randomness and the fact you&#039;ll most likely be using a Speed faster than Slow, this technique is virtually useless.&lt;br /&gt;
&lt;br /&gt;
=== Sakura bug ===&lt;br /&gt;
Sakura cannot block on wakeup lol&lt;br /&gt;
&lt;br /&gt;
If she rolls she can block though&lt;br /&gt;
&lt;br /&gt;
=== Alpha Counter ===&lt;br /&gt;
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&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
=== Chip Damage ===&lt;br /&gt;
There is no chip damage.&lt;br /&gt;
&lt;br /&gt;
=== Corner Cross Up ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Meter ===&lt;br /&gt;
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.&lt;br /&gt;
&lt;br /&gt;
Big gems fill about half a bar.&lt;br /&gt;
&lt;br /&gt;
The more hits you do in a combo, the more gems you&#039;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&#039;t hoard your meter.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Backturn ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Hit States ===&lt;br /&gt;
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states&lt;br /&gt;
&lt;br /&gt;
==== Hit Stun ====&lt;br /&gt;
Standard grounded hit animation after taking damage on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
&lt;br /&gt;
==== Block Stun ====&lt;br /&gt;
Standard grounded guard animation blocking an attack on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Guard Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Block Stun ====&lt;br /&gt;
Aerial version of the above. Usually occurs while &#039;&#039;&#039;Jumping&#039;&#039;&#039;. You can&#039;t be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Normal Cancel (Defender)&lt;br /&gt;
* Throw Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Reset ====&lt;br /&gt;
You flip backward in the air, either right after getting hit in the air, or after using your &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. You are completely invincible and cannot do anything until you reach the ground in a &#039;&#039;&#039;Standing&#039;&#039;&#039; state.&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
&lt;br /&gt;
==== Launch ==== &lt;br /&gt;
You flip backward in the air until you &#039;&#039;&#039;Air Recover&#039;&#039;&#039; ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Some moves cause this on counter hit, but there&#039;s a few that always do it. You&#039;ll &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; if you touch the wall as well.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
* Counter Crush (defender)&lt;br /&gt;
&lt;br /&gt;
==== Juggle ==== &lt;br /&gt;
A few moves can cause an unrecoverable &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. What this means is that before you hit the ground, you will be locked out of &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the &#039;&#039;&#039;Launch&#039;&#039;&#039; state but &#039;&#039;you cannot escape&#039;&#039;, 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 &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; it will still be possible to air throw you, but you&#039;ll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).&lt;br /&gt;
&lt;br /&gt;
There are actually a few different hit states that fit this category according to the game, but I&#039;m going to conflate any comboable launch state that you can&#039;t use an Air Recovery in as the &#039;&#039;&#039;Juggle&#039;&#039;&#039; state unless I find a reason not to.&lt;br /&gt;
&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ==== &lt;br /&gt;
This is the animation after you fell down from either &#039;&#039;&#039;Launch&#039;&#039;&#039; or &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. A fighting game staple. The reason to distinguish this from the &#039;&#039;&#039;Launch&#039;&#039;&#039; and &#039;&#039;&#039;Juggle&#039;&#039;&#039; states is because in this game you can be attacked during the &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state with a &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;, similar to the Vampire games. This state can sometimes occur in midair.&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Tech Roll (Defender)&lt;br /&gt;
* Easy Reversal (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Wall Splat ==== &lt;br /&gt;
Many moves when they knock you back can cause you to splat against the wall. After a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;, 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&#039;s lariat).&lt;br /&gt;
&lt;br /&gt;
There are a few different &amp;quot;fall off the wall&amp;quot; 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&#039;t have enough momentum to send you to another wall.&lt;br /&gt;
&lt;br /&gt;
* Hit OK (Small window)&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Super Wall Bounce ==== &lt;br /&gt;
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&#039;s possible to hit someone again while they&#039;re bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Earth Orbit ==== &lt;br /&gt;
Counter hit only. Occurs when any move that would have triggered a &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; (or just a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;? It&#039;s possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; and you can hit or grab them as they come back onto the screen before landing if you really want to.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air Throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
=== Item Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Shocked ==== &lt;br /&gt;
You got electrocuted, either by the lightning item or by &#039;&#039;&#039;Kaminari&#039;&#039;&#039;. Similar to the standard &#039;&#039;&#039;Launch&#039;&#039;&#039;, except that you can only be airthrown (if they can even reach) and can&#039;t &#039;&#039;&#039;Air Recover&#039;&#039;&#039;.&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Petrified ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Frozen ==== &lt;br /&gt;
Get hit by the ice item while on the ground and you&#039;ll be frozen solid for a length of time. During this you can be hit by anything except throws and you&#039;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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Poison Stun ==== &lt;br /&gt;
Get hit by the poison item either on the ground or in the air and you&#039;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&#039;s different in that you recover much faster and can therefore mash out of it even quicker.&lt;br /&gt;
* You can do anything you want because they are dizzy, just be quick about it&lt;br /&gt;
&lt;br /&gt;
==== Blown up ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
[[File:Pf-group.png|none|480px|right]]&lt;br /&gt;
[[File:justin-tiers.jpg|thumb|right|Tierlist according to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]&amp;lt;/span&amp;gt;. You can&#039;t argue with it.]]&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
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&#039;t know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei&#039;s 2P, and how much lifebar they had before the final hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Hits !! Last hit Health&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 49 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 41 || 3px&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 41 || 0px&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40 || 1px&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 38 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dizzy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Dizzy&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 45&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 40&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 40&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 40&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 35&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 35&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to play (old version, redoing) ==&lt;br /&gt;
Controls&lt;br /&gt;
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]&lt;br /&gt;
[[File:Pf-p.png|Punch]] = Punch&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-k.png|Kick]] = Kick&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] = Special&lt;br /&gt;
* (See: Guard Crush, Easy Inputs)&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-start.png|Start]] = Taunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss&lt;br /&gt;
* &amp;lt;b&amp;gt;(The trajectory can be changed depending on the direction held)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Special cancel window starts &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; contact with opponent)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush&lt;br /&gt;
* (See: Mega Crush/Counter Crush)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech&lt;br /&gt;
* (Input when you are in a Launch state to escape fake combos and land on your feet)&lt;br /&gt;
* &amp;lt;b&amp;gt;(Not always a good option. Pay close attention to your opponent&#039;s offense)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (The trajectory can be changed depending on the direction held)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] = Block&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-1.png|1]] = Low Block&lt;br /&gt;
&lt;br /&gt;
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block&lt;br /&gt;
* (Air blockstun can be cancelled with normals; &amp;lt;b&amp;gt;advantage-on-block moves become punishable&amp;lt;/b&amp;gt;)&lt;br /&gt;
* (Grounded normals are &amp;lt;b&amp;gt;air unblockable&amp;lt;/b&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (8F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])&lt;br /&gt;
* (11F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P&lt;br /&gt;
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P&lt;br /&gt;
* (Despite appearances, &amp;lt;b&amp;gt;this move will always need to be blocked low&amp;lt;/b&amp;gt;)&lt;br /&gt;
* &amp;lt;b&amp;gt;(This move can be special cancelled by every character in the game)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Can be useful for challenging pressure and punishing negative moves)&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher&lt;br /&gt;
* &amp;lt;b&amp;gt;(Launch State on Counter-Hit only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep&lt;br /&gt;
* ([[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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit&lt;br /&gt;
* (Input when the opponent is in a knockdown state)&lt;br /&gt;
&lt;br /&gt;
Guard Crush&lt;br /&gt;
[[File:Pf-s.png|Special]] = Red gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush&lt;br /&gt;
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter&lt;br /&gt;
* &amp;lt;b&amp;gt;(Can only counter Guard Crushes.&amp;lt;/b&amp;gt; Counter window is while flashing blue, then has a whiff animation.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|image = [[File:Pf-flyer2.png | 276px]]&lt;br /&gt;
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix&lt;br /&gt;
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|players = 2&lt;br /&gt;
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-II]&lt;br /&gt;
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]&lt;br /&gt;
}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2474</id>
		<title>Pocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2474"/>
		<updated>2022-06-12T04:09:16Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Turbo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pocket Fighter AKA Super Gem Fighter: Mini Mix&lt;br /&gt;
&lt;br /&gt;
1997 Capcom&lt;br /&gt;
&lt;br /&gt;
Pages being reworked. Please check back later, or attempt to make sense of this mess.&lt;br /&gt;
&lt;br /&gt;
= Competitive Footage =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ryu-sel.png|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ken-sel.png|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-dan-sel.png|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-chun-li-sel.png|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-sakura-sel.png|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-morrigan-sel.png|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-lei-lei-sel.png|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-felicia-sel.png|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-tabasa-sel.png|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-zangief-sel.png|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ibuki-sel.png|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How to Play =&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-how-to&amp;quot;&amp;gt;&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerB&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-how-to-play.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-p.png|P|link=]] &lt;br /&gt;
Punch &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-k.png|K|link=]] &lt;br /&gt;
Kick &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-s.png|S|link=]] &lt;br /&gt;
Special &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-start.png|Taunt|link=]] &lt;br /&gt;
Taunt &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Taunt and cycle to the next item in your inventory. This was the Start button in AC.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Universal Commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
==== Throw ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When near your opponent, if you press the &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; buttons simultaneously you&#039;ll be able to grab and throw them. You can even do it in the &#039;&#039;&#039;Air&#039;&#039;&#039;! &lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-throw&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-throw&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against&lt;br /&gt;
# The throw tech window starts &#039;&#039;after&#039;&#039; a throw &#039;&#039;connects&#039;&#039;&lt;br /&gt;
# Same frame throws will give the throw to one of the players at random&lt;br /&gt;
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game&lt;br /&gt;
# Most moves have throw invulnerability from frame 2 (Exclusions: &#039;&#039;&#039;Guard Crush&#039;&#039;&#039;, &#039;&#039;&#039;Throw&#039;&#039;&#039;)&lt;br /&gt;
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1&lt;br /&gt;
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it&#039;s safer to just mash some buttons instead.&lt;br /&gt;
# Strict input detection. You need to press P + K in a 1 frame window.&lt;br /&gt;
# You can throw with negative edge (No input leniency here either)&lt;br /&gt;
# Throw will still come out during crouch&lt;br /&gt;
# The universal command throws are considered special moves&lt;br /&gt;
# Most throws do 0 stun and are long enough to reset the opponent&#039;s accumulated stun back to 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Command Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-throw.png|link=|141px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dash / Run ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Cover a set distance much faster than walking by performing a &#039;&#039;&#039;Dash&#039;&#039;&#039;. If you continue to hold forward after a dash, you&#039;ll transition into a &#039;&#039;&#039;Run&#039;&#039;&#039;. On top of all that, you can perform a special &#039;&#039;&#039;Dash Attack&#039;&#039;&#039; during either &#039;&#039;&#039;Forward Dash&#039;&#039;&#039; or a &#039;&#039;&#039;Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-dash&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-dash&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Back Dash has no invul. frames&lt;br /&gt;
# Back Dash is cancellable (&#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, &#039;&#039;&#039;Taunt&#039;&#039;&#039;)&lt;br /&gt;
# Forward Dash &amp;amp; Run are cancellable (Exclusions: &#039;&#039;&#039;5P&#039;&#039;&#039;, &#039;&#039;&#039;5K&#039;&#039;&#039;, &#039;&#039;&#039;Mega Crush&#039;&#039;&#039;, &#039;&#039;&#039;Item Ball&#039;&#039;&#039;, &#039;&#039;&#039;Block&#039;&#039;&#039;)&lt;br /&gt;
# Dashes cannot be cancelled by movement&lt;br /&gt;
# Run is cancellable by movement but needs recovery anim. before blocking&lt;br /&gt;
# Run will autostop with contact of opponent or wall&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash and Backdash&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-6.png|link=|6]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Run&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During Dash or Run)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-dash.png|link=|217px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roll ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you fall to the ground from an unrecovered &#039;&#039;&#039;Launch&#039;&#039;&#039; or a &#039;&#039;&#039;Juggle&#039;&#039;&#039;, you&#039;ll land on your back &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. To disrupt your opponent&#039;s offense, you have the option of moving &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; by &#039;&#039;&#039;Rolling&#039;&#039;&#039; before you get up. Each button travels a different length.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-roll&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-roll&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# You can Roll past your opponent to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Side%20Switch switch sides]&amp;lt;/span&amp;gt; with them&lt;br /&gt;
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo&lt;br /&gt;
# Since you&#039;re moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)&lt;br /&gt;
# Sakura &#039;&#039;&#039;must&#039;&#039;&#039; Roll if she wants to block on wake up (so &#039;&#039;you&#039;&#039; won&#039;t need to remember this information)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 1&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 2&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 3&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-roll.png|link=|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Air Recovery ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you get &#039;&#039;&#039;Thrown&#039;&#039;&#039; into the air or otherwise &#039;&#039;&#039;Launched&#039;&#039;&#039; by various different methods, you can take control of the situation and adjust your flight path by performing an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. After flipping yourself upright again by pressing &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; in the air, you&#039;ll be able to move &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; again and start a counter attack in mid-air. However, &#039;&#039;&#039;you can&#039;t alter the direction of the flip itself&#039;&#039;&#039;. Lastly, as a result of a successful &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, you&#039;ll land back on your feet instead of &#039;&#039;&#039;Knocked down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-ukemi&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-ukemi&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Air Recovery is only possible during a &#039;&#039;&#039;Launch&#039;&#039;&#039; state. See: [[#Launch]], [[#Juggle]]&lt;br /&gt;
# No input leniency. P + K must be pressed on the same frame.&lt;br /&gt;
# Can be performed with &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]&amp;lt;/span&amp;gt; (No leniency here either)&lt;br /&gt;
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.&lt;br /&gt;
# There is a small animation after the flip which is cancellable by special moves&lt;br /&gt;
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the &#039;&#039;&#039;Knockdown&#039;&#039;&#039;, or resorting to &#039;&#039;&#039;Counter Crush&#039;&#039;&#039;, if you meet someone who has studied this satanic technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Air Recovery&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-ukemi.png|link=|132px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Easy Reversal ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. Just mash the &#039;&#039;&#039;Special&#039;&#039;&#039; button at least twice when your character is down, and a dedicated special move will come out on the first possible &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Frame frame]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Wakeup wake up]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. It won&#039;t work if you used your &#039;&#039;&#039;Roll&#039;&#039;&#039; though.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-reversal&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-reversal&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Each character&#039;s Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa&#039;s which is visually unique, Ibuki&#039;s which travels in a different arc, and Felicia&#039;s which is based on her LV.1 Blue Gem Special Move.&lt;br /&gt;
# Gems do not level up the Easy Reversals&lt;br /&gt;
# These moves may not necessarily have invulnerability frames (i dont know yet)&lt;br /&gt;
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-rs.png|link=|S (x2)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Easy Reversal&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-reversal.png|link=|80px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Super Jump ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
If you tap any &#039;&#039;&#039;down&#039;&#039;&#039; direction before an &#039;&#039;&#039;up&#039;&#039;&#039; direction, you can pull off a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Compared to a regular jump, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-superjump&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-superjump&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Super Jumps tend to have 7F of prejump before they&#039;re considered Airborne&lt;br /&gt;
# If you have a 360 command throw it will be 9F, or 12F for Zangief&lt;br /&gt;
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you&#039;re missing it.&lt;br /&gt;
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won&#039;t change the distance, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Super Jump&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-jump.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pursuit Attack ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you &#039;&#039;&#039;Throw&#039;&#039;&#039; or &#039;&#039;&#039;Launch&#039;&#039;&#039; your opponent by various means, they&#039;ll enter a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Input this as soon as they hit the ground and you&#039;ll be able take advantage before they wake up, vampire style, by utilizing your &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-pursuit&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-pursuit&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills&lt;br /&gt;
# Does not work when the opponent is &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Stun Dizzy]&amp;lt;/span&amp;gt;&lt;br /&gt;
# Certain moves will put the opponent into a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state in mid-air, making Pursuit possible before they hit the ground&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Opponent is Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Pursuit Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-pursuit.png|link=|166px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Ball Toss / Item Ball Set ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Start the party by pulling out the &#039;&#039;&#039;Item Balls&#039;&#039;&#039;. You can hold backward to &#039;&#039;&#039;toss&#039;&#039;&#039; an &#039;&#039;&#039;Item Ball&#039;&#039;&#039; with an altered trajectory, or hold down to &#039;&#039;&#039;set&#039;&#039;&#039; it on the ground for a delayed reaction.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-item&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-item&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)&lt;br /&gt;
# Can be performed with negative edge&lt;br /&gt;
# Can be &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]&amp;lt;/span&amp;gt; into &#039;&#039;&#039;Special&#039;&#039;&#039;, &#039;&#039;&#039;Super&#039;&#039;&#039;, &#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, and &#039;&#039;&#039;Taunt&#039;&#039;&#039;&lt;br /&gt;
# Items tend to cause &#039;&#039;&#039;[[#Juggle]]&#039;&#039;&#039; state instead of &#039;&#039;&#039;[[#Launch]]&#039;&#039;&#039; state on hit&lt;br /&gt;
# Items &#039;&#039;&#039;Tossed&#039;&#039;&#039; will bounce off of the wall on contact&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; will stop at the wall on contact (must be touching the ground)&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can be pushed by both players&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can inflict damage to both players&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Toss&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Set&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-item.png|link=|240px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guard Cancel ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Fuck you! Assert your alpha energy and punish your opponent&#039;s block pressure by executing a &#039;&#039;&#039;Guard Cancel&#039;&#039;&#039;. With one level of &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-counter&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-counter&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Unblockable&lt;br /&gt;
# Can KO the opponent&lt;br /&gt;
# Causes &#039;&#039;&#039;Launch&#039;&#039;&#039; on &#039;&#039;&#039;[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]&#039;&#039;&#039;, making comboing vs &#039;&#039;&#039;Flash Combo&#039;&#039;&#039; pressure difficult&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During &amp;quot;Block Stun&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(After &amp;quot;Block Stop&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Guard Cancel&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-counter.png|link=|140px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mega Crush / Counter Crush ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When you find yourself completely unable to find an opening for attack, or when you are &#039;&#039;&#039;Launched&#039;&#039;&#039; in the air and an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039; just won&#039;t be enough, you can turn to your last resort and perform a &#039;&#039;&#039;Mega Crush&#039;&#039;&#039; (offensive) or a &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; (evasive). In exchange for &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; of your &#039;&#039;&#039;Gems&#039;&#039;&#039; and &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-megacrush&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-megacrush&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.&lt;br /&gt;
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.&lt;br /&gt;
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Mega Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Counter Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-mc.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
&lt;br /&gt;
=== Item Balls ===&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
&lt;br /&gt;
=== Item Carriers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Offense and Defense ==&lt;br /&gt;
&lt;br /&gt;
=== Guard Crush ===&lt;br /&gt;
&lt;br /&gt;
=== Flash Combo ===&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
=== Anti Air ===&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
= Gem God Tips for the Autistic (you) =&lt;br /&gt;
=== Turbo ===&lt;br /&gt;
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]&lt;br /&gt;
&lt;br /&gt;
Enabling turbo speeds can cause specific &#039;&#039;display&#039;&#039; frames to be dropped. However, &#039;&#039;internally&#039;&#039; the game still processes these frames, but cuts this frame and the preceding frame&#039;s &#039;&#039;realtime&#039;&#039; durations in half, packing them both into the duration of one &#039;&#039;display frame&#039;&#039;. I&#039;ll just call these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames for convenience. This can lead to situations where a link which occurs &#039;&#039;internally&#039;&#039; during a 1F window will require a button press in &#039;&#039;&#039;half&#039;&#039;&#039; of a &#039;&#039;display frame&#039;s&#039;&#039; duration in &#039;&#039;realtime&#039;&#039;. Check out this article from Capcom for more in-depth information: &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know if it&#039;s actually possible to input a button press in the half frame window required, and I don&#039;t know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the &#039;&#039;early half&#039;&#039; or the &#039;&#039;late half&#039;&#039; of this &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frame. It might be best to just consider these frames &#039;&#039;&#039;dropped&#039;&#039;&#039; in practice. If the input frames really are skipped, this could also cause some +1 advantage situations to occasionally give you a neutral situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://youtu.be/y9NU10a-pgI?t=1256 https://youtu.be/y9NU10a-pgI?t=1256]&amp;lt;/span&amp;gt; This video analyzes alpha 2, but it seems that skipping input frames is actually a coding error. It should still be possible for some capcom games to have split frame links if this bug was fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this game, there are 3 speed settings. The &#039;&#039;&#039;Slow&#039;&#039;&#039; setting will synchronize the &#039;&#039;display framerate&#039;&#039; and the &#039;&#039;internal framerate&#039;&#039; to 60fps. All other speeds will make use of &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames. Here&#039;s how that breaks down:&lt;br /&gt;
&lt;br /&gt;
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)&lt;br /&gt;
* Normal = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 16th display frame (1.07x speed)&lt;br /&gt;
* Fast = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 8th display frame (1.14x speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds. If you are a lagger make sure to use &#039;&#039;&#039;Fast&#039;&#039;&#039; to enhance the effect.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
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.&lt;br /&gt;
  &lt;br /&gt;
=== Bubble Kara Cancel ===&lt;br /&gt;
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.&lt;br /&gt;
Could also be useful for oki &lt;br /&gt;
&lt;br /&gt;
=== Air Recovery ===&lt;br /&gt;
Hold a direction after teching to move left or right. You can&#039;t actually affect the direction of the tech itself.&lt;br /&gt;
&lt;br /&gt;
The distance you move after recovering depends on both your momentum and the direction you&#039;re holding. You can use this to escape further pressure by being unpredictable.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Dash ===&lt;br /&gt;
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.&lt;br /&gt;
&lt;br /&gt;
=== Prejump and landing ===&lt;br /&gt;
&lt;br /&gt;
Everyone has 4 frames of throw invul during prejump but you&#039;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&#039;t tested this yet.&lt;br /&gt;
&lt;br /&gt;
=== Throw Invulnerability ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Air Block ===&lt;br /&gt;
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&#039;s more like attacking or throwing cancels blockstun, since you can&#039;t do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;t jump and they guess the airthrow you can quite easily antiair.&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
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&#039;s sorta like you do it right after you&#039;ve been grabbed I think. When you get it it says &amp;quot;Tech Bonus&amp;quot; in big letters though so you&#039;ll know.&lt;br /&gt;
&lt;br /&gt;
=== Negative Edge ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Counter Hit ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Dizzy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Launch ===&lt;br /&gt;
Some specific moves and counter hits will send you flying into the air in a &amp;quot;Launch&amp;quot; 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 &amp;quot;infinite&amp;quot; it&#039;s almost certain that you are actually in the escapable launch state and can air recover to safety.&lt;br /&gt;
&lt;br /&gt;
=== Knockdown and Juggle ===&lt;br /&gt;
Not air recovering while in launch state will cause you to get knocked down.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;gt; K &amp;gt; P&lt;br /&gt;
&lt;br /&gt;
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.&lt;br /&gt;
&lt;br /&gt;
=== Combo into throw ===&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Due to the inherent randomness and the fact you&#039;ll most likely be using a Speed faster than Slow, this technique is virtually useless.&lt;br /&gt;
&lt;br /&gt;
=== Sakura bug ===&lt;br /&gt;
Sakura cannot block on wakeup lol&lt;br /&gt;
&lt;br /&gt;
If she rolls she can block though&lt;br /&gt;
&lt;br /&gt;
=== Alpha Counter ===&lt;br /&gt;
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&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
=== Chip Damage ===&lt;br /&gt;
There is no chip damage.&lt;br /&gt;
&lt;br /&gt;
=== Corner Cross Up ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Meter ===&lt;br /&gt;
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.&lt;br /&gt;
&lt;br /&gt;
Big gems fill about half a bar.&lt;br /&gt;
&lt;br /&gt;
The more hits you do in a combo, the more gems you&#039;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&#039;t hoard your meter.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Backturn ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Hit States ===&lt;br /&gt;
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states&lt;br /&gt;
&lt;br /&gt;
==== Hit Stun ====&lt;br /&gt;
Standard grounded hit animation after taking damage on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
&lt;br /&gt;
==== Block Stun ====&lt;br /&gt;
Standard grounded guard animation blocking an attack on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Guard Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Block Stun ====&lt;br /&gt;
Aerial version of the above. Usually occurs while &#039;&#039;&#039;Jumping&#039;&#039;&#039;. You can&#039;t be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Normal Cancel (Defender)&lt;br /&gt;
* Throw Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Reset ====&lt;br /&gt;
You flip backward in the air, either right after getting hit in the air, or after using your &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. You are completely invincible and cannot do anything until you reach the ground in a &#039;&#039;&#039;Standing&#039;&#039;&#039; state.&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
&lt;br /&gt;
==== Launch ==== &lt;br /&gt;
You flip backward in the air until you &#039;&#039;&#039;Air Recover&#039;&#039;&#039; ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Some moves cause this on counter hit, but there&#039;s a few that always do it. You&#039;ll &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; if you touch the wall as well.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
* Counter Crush (defender)&lt;br /&gt;
&lt;br /&gt;
==== Juggle ==== &lt;br /&gt;
A few moves can cause an unrecoverable &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. What this means is that before you hit the ground, you will be locked out of &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the &#039;&#039;&#039;Launch&#039;&#039;&#039; state but &#039;&#039;you cannot escape&#039;&#039;, 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 &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; it will still be possible to air throw you, but you&#039;ll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).&lt;br /&gt;
&lt;br /&gt;
There are actually a few different hit states that fit this category according to the game, but I&#039;m going to conflate any comboable launch state that you can&#039;t use an Air Recovery in as the &#039;&#039;&#039;Juggle&#039;&#039;&#039; state unless I find a reason not to.&lt;br /&gt;
&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ==== &lt;br /&gt;
This is the animation after you fell down from either &#039;&#039;&#039;Launch&#039;&#039;&#039; or &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. A fighting game staple. The reason to distinguish this from the &#039;&#039;&#039;Launch&#039;&#039;&#039; and &#039;&#039;&#039;Juggle&#039;&#039;&#039; states is because in this game you can be attacked during the &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state with a &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;, similar to the Vampire games. This state can sometimes occur in midair.&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Tech Roll (Defender)&lt;br /&gt;
* Easy Reversal (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Wall Splat ==== &lt;br /&gt;
Many moves when they knock you back can cause you to splat against the wall. After a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;, 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&#039;s lariat).&lt;br /&gt;
&lt;br /&gt;
There are a few different &amp;quot;fall off the wall&amp;quot; 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&#039;t have enough momentum to send you to another wall.&lt;br /&gt;
&lt;br /&gt;
* Hit OK (Small window)&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Super Wall Bounce ==== &lt;br /&gt;
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&#039;s possible to hit someone again while they&#039;re bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Earth Orbit ==== &lt;br /&gt;
Counter hit only. Occurs when any move that would have triggered a &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; (or just a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;? It&#039;s possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; and you can hit or grab them as they come back onto the screen before landing if you really want to.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air Throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
=== Item Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Shocked ==== &lt;br /&gt;
You got electrocuted, either by the lightning item or by &#039;&#039;&#039;Kaminari&#039;&#039;&#039;. Similar to the standard &#039;&#039;&#039;Launch&#039;&#039;&#039;, except that you can only be airthrown (if they can even reach) and can&#039;t &#039;&#039;&#039;Air Recover&#039;&#039;&#039;.&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Petrified ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Frozen ==== &lt;br /&gt;
Get hit by the ice item while on the ground and you&#039;ll be frozen solid for a length of time. During this you can be hit by anything except throws and you&#039;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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Poison Stun ==== &lt;br /&gt;
Get hit by the poison item either on the ground or in the air and you&#039;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&#039;s different in that you recover much faster and can therefore mash out of it even quicker.&lt;br /&gt;
* You can do anything you want because they are dizzy, just be quick about it&lt;br /&gt;
&lt;br /&gt;
==== Blown up ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
[[File:Pf-group.png|none|480px|right]]&lt;br /&gt;
[[File:justin-tiers.jpg|thumb|right|Tierlist according to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]&amp;lt;/span&amp;gt;. You can&#039;t argue with it.]]&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
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&#039;t know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei&#039;s 2P, and how much lifebar they had before the final hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Hits !! Last hit Health&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 49 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 41 || 3px&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 41 || 0px&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40 || 1px&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 38 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dizzy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Dizzy&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 45&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 40&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 40&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 40&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 35&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 35&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to play (old version, redoing) ==&lt;br /&gt;
Controls&lt;br /&gt;
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]&lt;br /&gt;
[[File:Pf-p.png|Punch]] = Punch&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-k.png|Kick]] = Kick&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] = Special&lt;br /&gt;
* (See: Guard Crush, Easy Inputs)&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-start.png|Start]] = Taunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss&lt;br /&gt;
* &amp;lt;b&amp;gt;(The trajectory can be changed depending on the direction held)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Special cancel window starts &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; contact with opponent)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush&lt;br /&gt;
* (See: Mega Crush/Counter Crush)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech&lt;br /&gt;
* (Input when you are in a Launch state to escape fake combos and land on your feet)&lt;br /&gt;
* &amp;lt;b&amp;gt;(Not always a good option. Pay close attention to your opponent&#039;s offense)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (The trajectory can be changed depending on the direction held)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] = Block&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-1.png|1]] = Low Block&lt;br /&gt;
&lt;br /&gt;
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block&lt;br /&gt;
* (Air blockstun can be cancelled with normals; &amp;lt;b&amp;gt;advantage-on-block moves become punishable&amp;lt;/b&amp;gt;)&lt;br /&gt;
* (Grounded normals are &amp;lt;b&amp;gt;air unblockable&amp;lt;/b&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (8F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])&lt;br /&gt;
* (11F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P&lt;br /&gt;
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P&lt;br /&gt;
* (Despite appearances, &amp;lt;b&amp;gt;this move will always need to be blocked low&amp;lt;/b&amp;gt;)&lt;br /&gt;
* &amp;lt;b&amp;gt;(This move can be special cancelled by every character in the game)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Can be useful for challenging pressure and punishing negative moves)&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher&lt;br /&gt;
* &amp;lt;b&amp;gt;(Launch State on Counter-Hit only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep&lt;br /&gt;
* ([[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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit&lt;br /&gt;
* (Input when the opponent is in a knockdown state)&lt;br /&gt;
&lt;br /&gt;
Guard Crush&lt;br /&gt;
[[File:Pf-s.png|Special]] = Red gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush&lt;br /&gt;
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter&lt;br /&gt;
* &amp;lt;b&amp;gt;(Can only counter Guard Crushes.&amp;lt;/b&amp;gt; Counter window is while flashing blue, then has a whiff animation.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|image = [[File:Pf-flyer2.png | 276px]]&lt;br /&gt;
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix&lt;br /&gt;
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|players = 2&lt;br /&gt;
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-II]&lt;br /&gt;
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]&lt;br /&gt;
}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Ibuki&amp;diff=2473</id>
		<title>Pocket Fighter/Ibuki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Ibuki&amp;diff=2473"/>
		<updated>2022-04-14T07:08:52Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Frame Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
{| class=&amp;quot;wikitable PFtable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;text-align:center; border: 0; width: 180px&amp;quot;| &amp;lt;div&amp;gt;[[File:Pf-ibuki2.gif]]&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.75em;background: #fff;border-radius: 5px;border: 1px solid #a2a9b1&amp;quot;&amp;gt;Hello&amp;lt;/div&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 10%&amp;quot; | Application&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 40%; min-width: 350px&amp;quot; | Notation&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Damage*&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; width: 40%; max-width: 400px&amp;quot; | Notes&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Demo&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;font-size:0.75em; border: 0;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Poke&lt;br /&gt;
| style=&amp;quot;padding-right: 40px;&amp;quot; | &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | A combo. It does damage.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:0.75em; text-align: center; border: 0;&amp;quot; | &#039;&#039;&#039;Key:&#039;&#039;&#039; (&amp;lt;big&amp;gt;&#039;&#039;&#039;・&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Link / (&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Gatling / (&amp;lt;big&amp;gt;&#039;&#039;&#039;xx&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Cancel &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; (*All damage values vs. Lei-Lei)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;PFsidebar&amp;quot; style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;[[File:Pf-ibuki-move.png|center|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;PFportrait&amp;quot; style=&amp;quot;display:flex; overflow-x:hidden; justify-content: center; border: 1px solid #a2a9b1; border-radius: 5px; margin: 5px; position: relative&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;position:relative; z-index: 1; position: absolute; bottom: 0&amp;quot;&amp;gt;[[File:Pf-ibuki-hd1.png|none|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div class=&amp;quot;PFbg&amp;quot; style=&amp;quot;position:relative; z-index: -1&amp;quot;&amp;gt;[[File:Pf-stg-toy-shop.gif|none|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Frame Data=&lt;br /&gt;
== Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = 掌底&lt;br /&gt;
|kana = しょうてい&lt;br /&gt;
|romaji= Shoutei&lt;br /&gt;
|altname = 5P&lt;br /&gt;
|image = [[File:Pf-ibuki-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -2&lt;br /&gt;
|block = -3&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5K&lt;br /&gt;
|name = 裏巻き蹴り&lt;br /&gt;
|kana = うらまきげり&lt;br /&gt;
|romaji= Uramakigeri&lt;br /&gt;
|altname = 5K&lt;br /&gt;
|image = [[File:Pf-ibuki-5k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 21&lt;br /&gt;
|hit = -7&lt;br /&gt;
|block = -8&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Crush ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5S&lt;br /&gt;
|name = 張り扇&lt;br /&gt;
|kana = はりせん&lt;br /&gt;
|romaji= Harisen&lt;br /&gt;
|altname = 5S&lt;br /&gt;
|image = [[File:Pf-ibuki-5s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 30~90&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 37&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2S&lt;br /&gt;
|name = 墨弾き&lt;br /&gt;
|kana = すみはじき&lt;br /&gt;
|romaji= Sumihajiki&lt;br /&gt;
|altname = 2S&lt;br /&gt;
|image = [[File:Pf-ibuki-2s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-ibuki-2s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-ibuki-2s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 29~89&lt;br /&gt;
|active = 3 + 3&lt;br /&gt;
|recovery = 34&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Blue Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = 菊一文字&lt;br /&gt;
|kana = きくいちもんじ&lt;br /&gt;
|romaji= Kikuichimonji&lt;br /&gt;
|altname = 6S&lt;br /&gt;
|image = [[File:Pf-ibuki-6s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-6s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 32~92&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 27&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Steal Yellow Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Air Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P&lt;br /&gt;
|name = 槍拳&lt;br /&gt;
|kana = そうけん&lt;br /&gt;
|romaji= Souken&lt;br /&gt;
|altname = j.P&lt;br /&gt;
|image = [[File:Pf-ibuki-jp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-jp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (Max)&lt;br /&gt;
|block = +11 (Max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.K&lt;br /&gt;
|name = 影矢&lt;br /&gt;
|kana = かげや&lt;br /&gt;
|romaji= Kageya&lt;br /&gt;
|altname = j.K&lt;br /&gt;
|image = [[File:Pf-ibuki-jk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-jk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (Max)&lt;br /&gt;
|block = +11 (Max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dash Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66P&lt;br /&gt;
|name = 閃刀&lt;br /&gt;
|kana = せんとう&lt;br /&gt;
|romaji= Sentou&lt;br /&gt;
|altname = Dash Punch&lt;br /&gt;
|image = [[File:Pf-ibuki-66p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-66p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 14&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -4&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66K&lt;br /&gt;
|name = 砂斬過&lt;br /&gt;
|kana = さざんか&lt;br /&gt;
|romaji= Sazanka&lt;br /&gt;
|altname = Dash Kick&lt;br /&gt;
|image = [[File:Pf-ibuki-66k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-66k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 44&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -34&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = P + K&lt;br /&gt;
|name = いぐさ地獄&lt;br /&gt;
|kana = いぐさじごく&lt;br /&gt;
|romaji= Igusa Jigoku&lt;br /&gt;
|altname = Throw&lt;br /&gt;
|image = [[File:Pf-ibuki-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P + j.K&lt;br /&gt;
|name = 翔び猿&lt;br /&gt;
|kana = とびざる&lt;br /&gt;
|romaji= Tobizaru&lt;br /&gt;
|altname = Air Throw&lt;br /&gt;
|image = [[File:Pf-ibuki-airthrow.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-airthrow-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 63214 + P + K&lt;br /&gt;
|name = 絶･いぐさ地獄&lt;br /&gt;
|kana = ぜつ・いぐさじごく&lt;br /&gt;
|romaji= Zetsu Igusa Jigoku&lt;br /&gt;
|altname = Zetsu Igusa Jigoku&lt;br /&gt;
|image = [[File:Pf-ibuki-throw-63214.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-63214-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 2&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* This move has incredibly fast startup for this game. Since it comes out sooner than moves can become throw invulnerable, you can actually usually grab an opponent who is +1.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 41236 + P + K&lt;br /&gt;
|name = 鬼独楽&lt;br /&gt;
|kana = おにごま&lt;br /&gt;
|romaji= Onigoma&lt;br /&gt;
|altname = Onigoma&lt;br /&gt;
|image = [[File:Pf-ibuki-throw-41236.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-41236-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 37~??&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 0&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* This move has &#039;&#039;&#039;no whiff animation&#039;&#039;&#039; meaning you can punish your opponent for evading it the wrong way.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2P&lt;br /&gt;
|name = 手刀&lt;br /&gt;
|kana = しゅとう&lt;br /&gt;
|romaji= Shutou&lt;br /&gt;
|altname = 2P&lt;br /&gt;
|image = [[File:Pf-ibuki-2p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 13&lt;br /&gt;
|hit = +1&lt;br /&gt;
|block = 0&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2K&lt;br /&gt;
|name = 砂斬&lt;br /&gt;
|kana = さざん&lt;br /&gt;
|romaji= Sazan&lt;br /&gt;
|altname = 2K&lt;br /&gt;
|image = [[File:Pf-ibuki-2k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = -7&lt;br /&gt;
|block = -8&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3P&lt;br /&gt;
|name = 天破&lt;br /&gt;
|kana = てんは&lt;br /&gt;
|romaji= Tenha&lt;br /&gt;
|altname = 3P&lt;br /&gt;
|image = [[File:Pf-ibuki-3p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-3p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 23&lt;br /&gt;
|hit = -9&lt;br /&gt;
|block = -10&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3K&lt;br /&gt;
|name = 草薙&lt;br /&gt;
|kana = くさなぎ&lt;br /&gt;
|romaji= Kusanagi&lt;br /&gt;
|altname = 3K&lt;br /&gt;
|image = [[File:Pf-ibuki-3k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-3k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -6&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flash Combo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mighty Combo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = Big Name&lt;br /&gt;
|romaji= Small Name&lt;br /&gt;
|altname = &lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|link=|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|link=|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ±0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* Launch&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* Flatten&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Cross Up Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw invul. (Frame: 2~??)&lt;br /&gt;
* 999 Hits&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* Infinite Horizontal Reach&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Ibuki&amp;diff=2472</id>
		<title>Pocket Fighter/Ibuki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Ibuki&amp;diff=2472"/>
		<updated>2022-03-31T03:54:31Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
{| class=&amp;quot;wikitable PFtable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;text-align:center; border: 0; width: 180px&amp;quot;| &amp;lt;div&amp;gt;[[File:Pf-ibuki2.gif]]&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.75em;background: #fff;border-radius: 5px;border: 1px solid #a2a9b1&amp;quot;&amp;gt;Hello&amp;lt;/div&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 10%&amp;quot; | Application&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 40%; min-width: 350px&amp;quot; | Notation&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Damage*&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; width: 40%; max-width: 400px&amp;quot; | Notes&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Demo&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;font-size:0.75em; border: 0;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Poke&lt;br /&gt;
| style=&amp;quot;padding-right: 40px;&amp;quot; | &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | A combo. It does damage.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:0.75em; text-align: center; border: 0;&amp;quot; | &#039;&#039;&#039;Key:&#039;&#039;&#039; (&amp;lt;big&amp;gt;&#039;&#039;&#039;・&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Link / (&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Gatling / (&amp;lt;big&amp;gt;&#039;&#039;&#039;xx&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Cancel &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; (*All damage values vs. Lei-Lei)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;PFsidebar&amp;quot; style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;[[File:Pf-ibuki-move.png|center|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;PFportrait&amp;quot; style=&amp;quot;display:flex; overflow-x:hidden; justify-content: center; border: 1px solid #a2a9b1; border-radius: 5px; margin: 5px; position: relative&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;position:relative; z-index: 1; position: absolute; bottom: 0&amp;quot;&amp;gt;[[File:Pf-ibuki-hd1.png|none|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div class=&amp;quot;PFbg&amp;quot; style=&amp;quot;position:relative; z-index: -1&amp;quot;&amp;gt;[[File:Pf-stg-toy-shop.gif|none|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Frame Data=&lt;br /&gt;
== Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = 掌底&lt;br /&gt;
|kana = しょうてい&lt;br /&gt;
|romaji= Shoutei&lt;br /&gt;
|altname = 5P&lt;br /&gt;
|image = [[File:Pf-ibuki-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -2&lt;br /&gt;
|block = -3&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5K&lt;br /&gt;
|name = 裏巻き蹴り&lt;br /&gt;
|kana = うらまきげり&lt;br /&gt;
|romaji= Uramakigeri&lt;br /&gt;
|altname = 5K&lt;br /&gt;
|image = [[File:Pf-ibuki-5k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 21&lt;br /&gt;
|hit = -7&lt;br /&gt;
|block = -8&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Crush ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5S&lt;br /&gt;
|name = 張り扇&lt;br /&gt;
|kana = はりせん&lt;br /&gt;
|romaji= Harisen&lt;br /&gt;
|altname = 5S&lt;br /&gt;
|image = [[File:Pf-ibuki-5s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 30~90&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 37&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2S&lt;br /&gt;
|name = 墨弾き&lt;br /&gt;
|kana = すみはじき&lt;br /&gt;
|romaji= Sumihajiki&lt;br /&gt;
|altname = 2S&lt;br /&gt;
|image = [[File:Pf-ibuki-2s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-ibuki-2s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-ibuki-2s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 29~89&lt;br /&gt;
|active = 3 + 3&lt;br /&gt;
|recovery = 34&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Blue Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = 菊一文字&lt;br /&gt;
|kana = きくいちもんじ&lt;br /&gt;
|romaji= Kikuichimonji&lt;br /&gt;
|altname = 6S&lt;br /&gt;
|image = [[File:Pf-ibuki-6s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-6s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 32~92&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 27&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Steal Yellow Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Air Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P&lt;br /&gt;
|name = 槍拳&lt;br /&gt;
|kana = そうけん&lt;br /&gt;
|romaji= Souken&lt;br /&gt;
|altname = j.P&lt;br /&gt;
|image = [[File:Pf-ibuki-jp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-jp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (Max)&lt;br /&gt;
|block = +11 (Max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.K&lt;br /&gt;
|name = 影矢&lt;br /&gt;
|kana = かげや&lt;br /&gt;
|romaji= Kageya&lt;br /&gt;
|altname = j.K&lt;br /&gt;
|image = [[File:Pf-ibuki-jk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-jk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (Max)&lt;br /&gt;
|block = +11 (Max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dash Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66P&lt;br /&gt;
|name = 閃刀&lt;br /&gt;
|kana = せんとう&lt;br /&gt;
|romaji= Sentou&lt;br /&gt;
|altname = Dash Punch&lt;br /&gt;
|image = [[File:Pf-ibuki-66p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-66p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 14&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -4&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66K&lt;br /&gt;
|name = 砂斬過&lt;br /&gt;
|kana = さざんか&lt;br /&gt;
|romaji= Sazanka&lt;br /&gt;
|altname = Dash Kick&lt;br /&gt;
|image = [[File:Pf-ibuki-66k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-66k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 44&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -34&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = P + K&lt;br /&gt;
|name = いぐさ地獄&lt;br /&gt;
|kana = いぐさじごく&lt;br /&gt;
|romaji= Igusa Jigoku&lt;br /&gt;
|altname = Throw&lt;br /&gt;
|image = [[File:Pf-ibuki-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P + j.K&lt;br /&gt;
|name = 翔び猿&lt;br /&gt;
|kana = とびざる&lt;br /&gt;
|romaji= Tobizaru&lt;br /&gt;
|altname = Air Throw&lt;br /&gt;
|image = [[File:Pf-ibuki-airthrow.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-airthrow-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 63214 + P + K&lt;br /&gt;
|name = 絶･いぐさ地獄&lt;br /&gt;
|kana = ぜつ・いぐさじごく&lt;br /&gt;
|romaji= Zetsu Igusa Jigoku&lt;br /&gt;
|altname = Zetsu Igusa Jigoku&lt;br /&gt;
|image = [[File:Pf-ibuki-throw-63214.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-63214-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 2&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* This move has incredibly fast startup for this game. Since it comes out sooner than moves can become throw invulnerable, you can actually punish an opponent who is +1.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 41236 + P + K&lt;br /&gt;
|name = 鬼独楽&lt;br /&gt;
|kana = おにごま&lt;br /&gt;
|romaji= Onigoma&lt;br /&gt;
|altname = Onigoma&lt;br /&gt;
|image = [[File:Pf-ibuki-throw-41236.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-41236-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 37~??&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 0&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* This move has &#039;&#039;&#039;no whiff animation&#039;&#039;&#039; meaning you can punish your opponent for evading it.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2P&lt;br /&gt;
|name = 手刀&lt;br /&gt;
|kana = しゅとう&lt;br /&gt;
|romaji= Shutou&lt;br /&gt;
|altname = 2P&lt;br /&gt;
|image = [[File:Pf-ibuki-2p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 13&lt;br /&gt;
|hit = +1&lt;br /&gt;
|block = 0&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2K&lt;br /&gt;
|name = 砂斬&lt;br /&gt;
|kana = さざん&lt;br /&gt;
|romaji= Sazan&lt;br /&gt;
|altname = 2K&lt;br /&gt;
|image = [[File:Pf-ibuki-2k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = -7&lt;br /&gt;
|block = -8&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3P&lt;br /&gt;
|name = 天破&lt;br /&gt;
|kana = てんは&lt;br /&gt;
|romaji= Tenha&lt;br /&gt;
|altname = 3P&lt;br /&gt;
|image = [[File:Pf-ibuki-3p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-3p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 23&lt;br /&gt;
|hit = -9&lt;br /&gt;
|block = -10&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3K&lt;br /&gt;
|name = 草薙&lt;br /&gt;
|kana = くさなぎ&lt;br /&gt;
|romaji= Kusanagi&lt;br /&gt;
|altname = 3K&lt;br /&gt;
|image = [[File:Pf-ibuki-3k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-3k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -6&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flash Combo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mighty Combo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = Big Name&lt;br /&gt;
|romaji= Small Name&lt;br /&gt;
|altname = &lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|link=|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|link=|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ±0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* Launch&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* Flatten&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Cross Up Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw invul. (Frame: 2~??)&lt;br /&gt;
* 999 Hits&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* Infinite Horizontal Reach&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Ibuki&amp;diff=2471</id>
		<title>Pocket Fighter/Ibuki</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Ibuki&amp;diff=2471"/>
		<updated>2022-03-31T03:51:57Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
{| class=&amp;quot;wikitable PFtable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;text-align:center; border: 0; width: 180px&amp;quot;| &amp;lt;div&amp;gt;[[File:Pf-ibuki2.gif]]&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.75em;background: #fff;border-radius: 5px;border: 1px solid #a2a9b1&amp;quot;&amp;gt;Hello&amp;lt;/div&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 10%&amp;quot; | Application&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 40%; min-width: 350px&amp;quot; | Notation&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Damage*&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; width: 40%; max-width: 400px&amp;quot; | Notes&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Demo&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;font-size:0.75em; border: 0;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Poke&lt;br /&gt;
| style=&amp;quot;padding-right: 40px;&amp;quot; | &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | A combo. It does damage.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:0.75em; text-align: center; border: 0;&amp;quot; | &#039;&#039;&#039;Key:&#039;&#039;&#039; (&amp;lt;big&amp;gt;&#039;&#039;&#039;・&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Link / (&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Gatling / (&amp;lt;big&amp;gt;&#039;&#039;&#039;xx&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Cancel &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; (*All damage values vs. Lei-Lei)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;PFsidebar&amp;quot; style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;[[File:Pf-ibuki-move.png|center|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;PFportrait&amp;quot; style=&amp;quot;display:flex; overflow-x:hidden; justify-content: center; border: 1px solid #a2a9b1; border-radius: 5px; margin: 5px; position: relative&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;position:relative; z-index: 1; position: absolute; bottom: 0&amp;quot;&amp;gt;[[File:Pf-ibuki-hd1.png|none|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div class=&amp;quot;PFbg&amp;quot; style=&amp;quot;position:relative; z-index: -1&amp;quot;&amp;gt;[[File:Pf-stg-toy-shop.gif|none|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Frame Data=&lt;br /&gt;
== Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = 掌底&lt;br /&gt;
|kana = しょうてい&lt;br /&gt;
|romaji= Shoutei&lt;br /&gt;
|altname = 5P&lt;br /&gt;
|image = [[File:Pf-ibuki-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -2&lt;br /&gt;
|block = -3&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5K&lt;br /&gt;
|name = 裏巻き蹴り&lt;br /&gt;
|kana = うらまきげり&lt;br /&gt;
|romaji= Uramakigeri&lt;br /&gt;
|altname = 5K&lt;br /&gt;
|image = [[File:Pf-ibuki-5k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 21&lt;br /&gt;
|hit = -7&lt;br /&gt;
|block = -8&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Crush ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5S&lt;br /&gt;
|name = 張り扇&lt;br /&gt;
|kana = はりせん&lt;br /&gt;
|romaji= Harisen&lt;br /&gt;
|altname = 5S&lt;br /&gt;
|image = [[File:Pf-ibuki-5s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-5s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 30~90&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 37&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2S&lt;br /&gt;
|name = 墨弾き&lt;br /&gt;
|kana = すみはじき&lt;br /&gt;
|romaji= Sumihajiki&lt;br /&gt;
|altname = 2S&lt;br /&gt;
|image = [[File:Pf-ibuki-2s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-ibuki-2s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-ibuki-2s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 29~89&lt;br /&gt;
|active = 3 + 3&lt;br /&gt;
|recovery = 34&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Blue Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = 菊一文字&lt;br /&gt;
|kana = きくいちもんじ&lt;br /&gt;
|romaji= Kikuichimonji&lt;br /&gt;
|altname = 6S&lt;br /&gt;
|image = [[File:Pf-ibuki-6s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-6s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 32~92&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 27&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Steal Yellow Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Air Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P&lt;br /&gt;
|name = 槍拳&lt;br /&gt;
|kana = そうけん&lt;br /&gt;
|romaji= Souken&lt;br /&gt;
|altname = j.P&lt;br /&gt;
|image = [[File:Pf-ibuki-jp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-jp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (Max)&lt;br /&gt;
|block = +11 (Max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.K&lt;br /&gt;
|name = 影矢&lt;br /&gt;
|kana = かげや&lt;br /&gt;
|romaji= Kageya&lt;br /&gt;
|altname = j.K&lt;br /&gt;
|image = [[File:Pf-ibuki-jk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-jk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (Max)&lt;br /&gt;
|block = +11 (Max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dash Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66P&lt;br /&gt;
|name = 閃刀&lt;br /&gt;
|kana = せんとう&lt;br /&gt;
|romaji= Sentou&lt;br /&gt;
|altname = Dash Punch&lt;br /&gt;
|image = [[File:Pf-ibuki-66p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-66p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 14&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -4&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66K&lt;br /&gt;
|name = 砂斬過&lt;br /&gt;
|kana = さざんか&lt;br /&gt;
|romaji= Sazanka&lt;br /&gt;
|altname = Dash Kick&lt;br /&gt;
|image = [[File:Pf-ibuki-66k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-66k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 44&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -34&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = P + K&lt;br /&gt;
|name = いぐさ地獄&lt;br /&gt;
|kana = いぐさじごく&lt;br /&gt;
|romaji= Igusa Jigoku&lt;br /&gt;
|altname = Throw&lt;br /&gt;
|image = [[File:Pf-ibuki-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P + j.K&lt;br /&gt;
|name = 翔び猿&lt;br /&gt;
|kana = とびざる&lt;br /&gt;
|romaji= Tobizaru&lt;br /&gt;
|altname = Air Throw&lt;br /&gt;
|image = [[File:Pf-ibuki-airthrow.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-airthrow-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 63214 + P + K&lt;br /&gt;
|name = 絶･いぐさ地獄&lt;br /&gt;
|kana = ぜつ・いぐさじごく&lt;br /&gt;
|romaji= Zetsu Igusa Jigoku&lt;br /&gt;
|altname = Zetsu Igusa Jigoku&lt;br /&gt;
|image = [[File:Pf-ibuki-throw-63214.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-63214-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 2&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* This move has incredibly fast startup for this game. Since it comes out sooner than moves can become throw invulnerable, you can actually punish an opponent who is +1.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 41236 + P + K&lt;br /&gt;
|name = 鬼独楽&lt;br /&gt;
|kana = おにごま&lt;br /&gt;
|romaji= Onigoma&lt;br /&gt;
|altname = Onigoma&lt;br /&gt;
|image = [[File:Pf-ibuki-throw-41236.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-throw-41236-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 37~??&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 0 (lol)&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2P&lt;br /&gt;
|name = 手刀&lt;br /&gt;
|kana = しゅとう&lt;br /&gt;
|romaji= Shutou&lt;br /&gt;
|altname = 2P&lt;br /&gt;
|image = [[File:Pf-ibuki-2p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 13&lt;br /&gt;
|hit = +1&lt;br /&gt;
|block = 0&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2K&lt;br /&gt;
|name = 砂斬&lt;br /&gt;
|kana = さざん&lt;br /&gt;
|romaji= Sazan&lt;br /&gt;
|altname = 2K&lt;br /&gt;
|image = [[File:Pf-ibuki-2k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-2k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = -7&lt;br /&gt;
|block = -8&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3P&lt;br /&gt;
|name = 天破&lt;br /&gt;
|kana = てんは&lt;br /&gt;
|romaji= Tenha&lt;br /&gt;
|altname = 3P&lt;br /&gt;
|image = [[File:Pf-ibuki-3p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-3p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 23&lt;br /&gt;
|hit = -9&lt;br /&gt;
|block = -10&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3K&lt;br /&gt;
|name = 草薙&lt;br /&gt;
|kana = くさなぎ&lt;br /&gt;
|romaji= Kusanagi&lt;br /&gt;
|altname = 3K&lt;br /&gt;
|image = [[File:Pf-ibuki-3k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-ibuki-3k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -6&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flash Combo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mighty Combo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = Big Name&lt;br /&gt;
|romaji= Small Name&lt;br /&gt;
|altname = &lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|link=|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|link=|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ±0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* Launch&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* Flatten&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Cross Up Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw invul. (Frame: 2~??)&lt;br /&gt;
* 999 Hits&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* Infinite Horizontal Reach&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2470</id>
		<title>Pocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2470"/>
		<updated>2022-03-25T05:30:02Z</updated>

		<summary type="html">&lt;p&gt;4a4a: /* Turbo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pocket Fighter AKA Super Gem Fighter: Mini Mix&lt;br /&gt;
&lt;br /&gt;
1997 Capcom&lt;br /&gt;
&lt;br /&gt;
Pages being reworked. Please check back later, or attempt to make sense of this mess.&lt;br /&gt;
&lt;br /&gt;
= Competitive Footage =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ryu-sel.png|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ken-sel.png|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-dan-sel.png|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-chun-li-sel.png|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-sakura-sel.png|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-morrigan-sel.png|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-lei-lei-sel.png|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-felicia-sel.png|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-tabasa-sel.png|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-zangief-sel.png|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ibuki-sel.png|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How to Play =&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-how-to&amp;quot;&amp;gt;&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerB&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-how-to-play.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-p.png|P|link=]] &lt;br /&gt;
Punch &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-k.png|K|link=]] &lt;br /&gt;
Kick &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-s.png|S|link=]] &lt;br /&gt;
Special &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-start.png|Taunt|link=]] &lt;br /&gt;
Taunt &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Taunt and cycle to the next item in your inventory. This was the Start button in AC.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Universal Commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
==== Throw ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When near your opponent, if you press the &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; buttons simultaneously you&#039;ll be able to grab and throw them. You can even do it in the &#039;&#039;&#039;Air&#039;&#039;&#039;! &lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-throw&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-throw&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against&lt;br /&gt;
# The throw tech window starts &#039;&#039;after&#039;&#039; a throw &#039;&#039;connects&#039;&#039;&lt;br /&gt;
# Same frame throws will give the throw to one of the players at random&lt;br /&gt;
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game&lt;br /&gt;
# Most moves have throw invulnerability from frame 2 (Exclusions: &#039;&#039;&#039;Guard Crush&#039;&#039;&#039;, &#039;&#039;&#039;Throw&#039;&#039;&#039;)&lt;br /&gt;
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1&lt;br /&gt;
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it&#039;s safer to just mash some buttons instead.&lt;br /&gt;
# Strict input detection. You need to press P + K in a 1 frame window.&lt;br /&gt;
# You can throw with negative edge (No input leniency here either)&lt;br /&gt;
# Throw will still come out during crouch&lt;br /&gt;
# The universal command throws are considered special moves&lt;br /&gt;
# Most throws do 0 stun and are long enough to reset the opponent&#039;s accumulated stun back to 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Command Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-throw.png|link=|141px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dash / Run ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Cover a set distance much faster than walking by performing a &#039;&#039;&#039;Dash&#039;&#039;&#039;. If you continue to hold forward after a dash, you&#039;ll transition into a &#039;&#039;&#039;Run&#039;&#039;&#039;. On top of all that, you can perform a special &#039;&#039;&#039;Dash Attack&#039;&#039;&#039; during either &#039;&#039;&#039;Forward Dash&#039;&#039;&#039; or a &#039;&#039;&#039;Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-dash&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-dash&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Back Dash has no invul. frames&lt;br /&gt;
# Back Dash is cancellable (&#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, &#039;&#039;&#039;Taunt&#039;&#039;&#039;)&lt;br /&gt;
# Forward Dash &amp;amp; Run are cancellable (Exclusions: &#039;&#039;&#039;5P&#039;&#039;&#039;, &#039;&#039;&#039;5K&#039;&#039;&#039;, &#039;&#039;&#039;Mega Crush&#039;&#039;&#039;, &#039;&#039;&#039;Item Ball&#039;&#039;&#039;, &#039;&#039;&#039;Block&#039;&#039;&#039;)&lt;br /&gt;
# Dashes cannot be cancelled by movement&lt;br /&gt;
# Run is cancellable by movement but needs recovery anim. before blocking&lt;br /&gt;
# Run will autostop with contact of opponent or wall&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash and Backdash&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-6.png|link=|6]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Run&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During Dash or Run)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-dash.png|link=|217px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roll ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you fall to the ground from an unrecovered &#039;&#039;&#039;Launch&#039;&#039;&#039; or a &#039;&#039;&#039;Juggle&#039;&#039;&#039;, you&#039;ll land on your back &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. To disrupt your opponent&#039;s offense, you have the option of moving &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; by &#039;&#039;&#039;Rolling&#039;&#039;&#039; before you get up. Each button travels a different length.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-roll&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-roll&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# You can Roll past your opponent to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Side%20Switch switch sides]&amp;lt;/span&amp;gt; with them&lt;br /&gt;
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo&lt;br /&gt;
# Since you&#039;re moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)&lt;br /&gt;
# Sakura &#039;&#039;&#039;must&#039;&#039;&#039; Roll if she wants to block on wake up (so &#039;&#039;you&#039;&#039; won&#039;t need to remember this information)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 1&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 2&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 3&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-roll.png|link=|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Air Recovery ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you get &#039;&#039;&#039;Thrown&#039;&#039;&#039; into the air or otherwise &#039;&#039;&#039;Launched&#039;&#039;&#039; by various different methods, you can take control of the situation and adjust your flight path by performing an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. After flipping yourself upright again by pressing &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; in the air, you&#039;ll be able to move &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; again and start a counter attack in mid-air. However, &#039;&#039;&#039;you can&#039;t alter the direction of the flip itself&#039;&#039;&#039;. Lastly, as a result of a successful &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, you&#039;ll land back on your feet instead of &#039;&#039;&#039;Knocked down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-ukemi&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-ukemi&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Air Recovery is only possible during a &#039;&#039;&#039;Launch&#039;&#039;&#039; state. See: [[#Launch]], [[#Juggle]]&lt;br /&gt;
# No input leniency. P + K must be pressed on the same frame.&lt;br /&gt;
# Can be performed with &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]&amp;lt;/span&amp;gt; (No leniency here either)&lt;br /&gt;
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.&lt;br /&gt;
# There is a small animation after the flip which is cancellable by special moves&lt;br /&gt;
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the &#039;&#039;&#039;Knockdown&#039;&#039;&#039;, or resorting to &#039;&#039;&#039;Counter Crush&#039;&#039;&#039;, if you meet someone who has studied this satanic technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Air Recovery&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-ukemi.png|link=|132px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Easy Reversal ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. Just mash the &#039;&#039;&#039;Special&#039;&#039;&#039; button at least twice when your character is down, and a dedicated special move will come out on the first possible &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Frame frame]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Wakeup wake up]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. It won&#039;t work if you used your &#039;&#039;&#039;Roll&#039;&#039;&#039; though.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-reversal&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-reversal&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Each character&#039;s Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa&#039;s which is visually unique, Ibuki&#039;s which travels in a different arc, and Felicia&#039;s which is based on her LV.1 Blue Gem Special Move.&lt;br /&gt;
# Gems do not level up the Easy Reversals&lt;br /&gt;
# These moves may not necessarily have invulnerability frames (i dont know yet)&lt;br /&gt;
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-rs.png|link=|S (x2)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Easy Reversal&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-reversal.png|link=|80px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Super Jump ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
If you tap any &#039;&#039;&#039;down&#039;&#039;&#039; direction before an &#039;&#039;&#039;up&#039;&#039;&#039; direction, you can pull off a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Compared to a regular jump, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-superjump&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-superjump&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Super Jumps tend to have 7F of prejump before they&#039;re considered Airborne&lt;br /&gt;
# If you have a 360 command throw it will be 9F, or 12F for Zangief&lt;br /&gt;
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you&#039;re missing it.&lt;br /&gt;
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won&#039;t change the distance, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Super Jump&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-jump.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pursuit Attack ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you &#039;&#039;&#039;Throw&#039;&#039;&#039; or &#039;&#039;&#039;Launch&#039;&#039;&#039; your opponent by various means, they&#039;ll enter a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Input this as soon as they hit the ground and you&#039;ll be able take advantage before they wake up, vampire style, by utilizing your &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-pursuit&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-pursuit&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills&lt;br /&gt;
# Does not work when the opponent is &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Stun Dizzy]&amp;lt;/span&amp;gt;&lt;br /&gt;
# Certain moves will put the opponent into a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state in mid-air, making Pursuit possible before they hit the ground&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Opponent is Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Pursuit Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-pursuit.png|link=|166px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Ball Toss / Item Ball Set ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Start the party by pulling out the &#039;&#039;&#039;Item Balls&#039;&#039;&#039;. You can hold backward to &#039;&#039;&#039;toss&#039;&#039;&#039; an &#039;&#039;&#039;Item Ball&#039;&#039;&#039; with an altered trajectory, or hold down to &#039;&#039;&#039;set&#039;&#039;&#039; it on the ground for a delayed reaction.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-item&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-item&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)&lt;br /&gt;
# Can be performed with negative edge&lt;br /&gt;
# Can be &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]&amp;lt;/span&amp;gt; into &#039;&#039;&#039;Special&#039;&#039;&#039;, &#039;&#039;&#039;Super&#039;&#039;&#039;, &#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, and &#039;&#039;&#039;Taunt&#039;&#039;&#039;&lt;br /&gt;
# Items tend to cause &#039;&#039;&#039;[[#Juggle]]&#039;&#039;&#039; state instead of &#039;&#039;&#039;[[#Launch]]&#039;&#039;&#039; state on hit&lt;br /&gt;
# Items &#039;&#039;&#039;Tossed&#039;&#039;&#039; will bounce off of the wall on contact&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; will stop at the wall on contact (must be touching the ground)&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can be pushed by both players&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can inflict damage to both players&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Toss&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Set&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-item.png|link=|240px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guard Cancel ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Fuck you! Assert your alpha energy and punish your opponent&#039;s block pressure by executing a &#039;&#039;&#039;Guard Cancel&#039;&#039;&#039;. With one level of &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-counter&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-counter&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Unblockable&lt;br /&gt;
# Can KO the opponent&lt;br /&gt;
# Causes &#039;&#039;&#039;Launch&#039;&#039;&#039; on &#039;&#039;&#039;[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]&#039;&#039;&#039;, making comboing vs &#039;&#039;&#039;Flash Combo&#039;&#039;&#039; pressure difficult&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During &amp;quot;Block Stun&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(After &amp;quot;Block Stop&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Guard Cancel&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-counter.png|link=|140px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mega Crush / Counter Crush ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When you find yourself completely unable to find an opening for attack, or when you are &#039;&#039;&#039;Launched&#039;&#039;&#039; in the air and an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039; just won&#039;t be enough, you can turn to your last resort and perform a &#039;&#039;&#039;Mega Crush&#039;&#039;&#039; (offensive) or a &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; (evasive). In exchange for &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; of your &#039;&#039;&#039;Gems&#039;&#039;&#039; and &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-megacrush&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-megacrush&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.&lt;br /&gt;
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.&lt;br /&gt;
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Mega Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Counter Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-mc.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
&lt;br /&gt;
=== Item Balls ===&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
&lt;br /&gt;
=== Item Carriers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Offense and Defense ==&lt;br /&gt;
&lt;br /&gt;
=== Guard Crush ===&lt;br /&gt;
&lt;br /&gt;
=== Flash Combo ===&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
=== Anti Air ===&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
= Gem God Tips for the Autistic (you) =&lt;br /&gt;
=== Turbo ===&lt;br /&gt;
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]&lt;br /&gt;
&lt;br /&gt;
Enabling turbo speeds can cause specific &#039;&#039;display&#039;&#039; frames to be dropped. However, &#039;&#039;internally&#039;&#039; the game still processes these frames, but cuts this frame and the preceding frame&#039;s &#039;&#039;realtime&#039;&#039; durations in half, packing them both into the duration of one &#039;&#039;display frame&#039;&#039;. I&#039;ll just call these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames for convenience. This can lead to situations where a link which occurs &#039;&#039;internally&#039;&#039; during a 1F window will require a button press in &#039;&#039;&#039;half&#039;&#039;&#039; of a &#039;&#039;display frame&#039;s&#039;&#039; duration in &#039;&#039;realtime&#039;&#039;. Check out this article from Capcom for more in-depth information: &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know if it&#039;s actually possible to input a button press in the half frame window required, and I don&#039;t know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the &#039;&#039;early half&#039;&#039; or the &#039;&#039;late half&#039;&#039; of this &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frame. It might be best to just consider these frames &#039;&#039;&#039;dropped&#039;&#039;&#039; in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this game, there are 3 speed settings. The &#039;&#039;&#039;Slow&#039;&#039;&#039; setting will synchronize the &#039;&#039;display framerate&#039;&#039; and the &#039;&#039;internal framerate&#039;&#039; to 60fps. All other speeds will make use of &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames. Here&#039;s how that breaks down:&lt;br /&gt;
&lt;br /&gt;
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)&lt;br /&gt;
* Normal = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 16th display frame (1.07x speed)&lt;br /&gt;
* Fast = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 8th display frame (1.14x speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds. If you are a lagger make sure to use &#039;&#039;&#039;Fast&#039;&#039;&#039; to enhance the effect.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
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.&lt;br /&gt;
  &lt;br /&gt;
=== Bubble Kara Cancel ===&lt;br /&gt;
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.&lt;br /&gt;
Could also be useful for oki &lt;br /&gt;
&lt;br /&gt;
=== Air Recovery ===&lt;br /&gt;
Hold a direction after teching to move left or right. You can&#039;t actually affect the direction of the tech itself.&lt;br /&gt;
&lt;br /&gt;
The distance you move after recovering depends on both your momentum and the direction you&#039;re holding. You can use this to escape further pressure by being unpredictable.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Dash ===&lt;br /&gt;
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.&lt;br /&gt;
&lt;br /&gt;
=== Prejump and landing ===&lt;br /&gt;
&lt;br /&gt;
Everyone has 4 frames of throw invul during prejump but you&#039;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&#039;t tested this yet.&lt;br /&gt;
&lt;br /&gt;
=== Throw Invulnerability ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Air Block ===&lt;br /&gt;
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&#039;s more like attacking or throwing cancels blockstun, since you can&#039;t do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;t jump and they guess the airthrow you can quite easily antiair.&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
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&#039;s sorta like you do it right after you&#039;ve been grabbed I think. When you get it it says &amp;quot;Tech Bonus&amp;quot; in big letters though so you&#039;ll know.&lt;br /&gt;
&lt;br /&gt;
=== Negative Edge ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Counter Hit ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Dizzy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Launch ===&lt;br /&gt;
Some specific moves and counter hits will send you flying into the air in a &amp;quot;Launch&amp;quot; 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 &amp;quot;infinite&amp;quot; it&#039;s almost certain that you are actually in the escapable launch state and can air recover to safety.&lt;br /&gt;
&lt;br /&gt;
=== Knockdown and Juggle ===&lt;br /&gt;
Not air recovering while in launch state will cause you to get knocked down.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;gt; K &amp;gt; P&lt;br /&gt;
&lt;br /&gt;
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.&lt;br /&gt;
&lt;br /&gt;
=== Combo into throw ===&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Due to the inherent randomness and the fact you&#039;ll most likely be using a Speed faster than Slow, this technique is virtually useless.&lt;br /&gt;
&lt;br /&gt;
=== Sakura bug ===&lt;br /&gt;
Sakura cannot block on wakeup lol&lt;br /&gt;
&lt;br /&gt;
If she rolls she can block though&lt;br /&gt;
&lt;br /&gt;
=== Alpha Counter ===&lt;br /&gt;
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&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
=== Chip Damage ===&lt;br /&gt;
There is no chip damage.&lt;br /&gt;
&lt;br /&gt;
=== Corner Cross Up ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Meter ===&lt;br /&gt;
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.&lt;br /&gt;
&lt;br /&gt;
Big gems fill about half a bar.&lt;br /&gt;
&lt;br /&gt;
The more hits you do in a combo, the more gems you&#039;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&#039;t hoard your meter.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Backturn ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Hit States ===&lt;br /&gt;
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states&lt;br /&gt;
&lt;br /&gt;
==== Hit Stun ====&lt;br /&gt;
Standard grounded hit animation after taking damage on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
&lt;br /&gt;
==== Block Stun ====&lt;br /&gt;
Standard grounded guard animation blocking an attack on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Guard Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Block Stun ====&lt;br /&gt;
Aerial version of the above. Usually occurs while &#039;&#039;&#039;Jumping&#039;&#039;&#039;. You can&#039;t be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Normal Cancel (Defender)&lt;br /&gt;
* Throw Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Reset ====&lt;br /&gt;
You flip backward in the air, either right after getting hit in the air, or after using your &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. You are completely invincible and cannot do anything until you reach the ground in a &#039;&#039;&#039;Standing&#039;&#039;&#039; state.&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
&lt;br /&gt;
==== Launch ==== &lt;br /&gt;
You flip backward in the air until you &#039;&#039;&#039;Air Recover&#039;&#039;&#039; ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Some moves cause this on counter hit, but there&#039;s a few that always do it. You&#039;ll &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; if you touch the wall as well.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
* Counter Crush (defender)&lt;br /&gt;
&lt;br /&gt;
==== Juggle ==== &lt;br /&gt;
A few moves can cause an unrecoverable &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. What this means is that before you hit the ground, you will be locked out of &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the &#039;&#039;&#039;Launch&#039;&#039;&#039; state but &#039;&#039;you cannot escape&#039;&#039;, 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 &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; it will still be possible to air throw you, but you&#039;ll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).&lt;br /&gt;
&lt;br /&gt;
There are actually a few different hit states that fit this category according to the game, but I&#039;m going to conflate any comboable launch state that you can&#039;t use an Air Recovery in as the &#039;&#039;&#039;Juggle&#039;&#039;&#039; state unless I find a reason not to.&lt;br /&gt;
&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ==== &lt;br /&gt;
This is the animation after you fell down from either &#039;&#039;&#039;Launch&#039;&#039;&#039; or &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. A fighting game staple. The reason to distinguish this from the &#039;&#039;&#039;Launch&#039;&#039;&#039; and &#039;&#039;&#039;Juggle&#039;&#039;&#039; states is because in this game you can be attacked during the &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state with a &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;, similar to the Vampire games. This state can sometimes occur in midair.&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Tech Roll (Defender)&lt;br /&gt;
* Easy Reversal (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Wall Splat ==== &lt;br /&gt;
Many moves when they knock you back can cause you to splat against the wall. After a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;, 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&#039;s lariat).&lt;br /&gt;
&lt;br /&gt;
There are a few different &amp;quot;fall off the wall&amp;quot; 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&#039;t have enough momentum to send you to another wall.&lt;br /&gt;
&lt;br /&gt;
* Hit OK (Small window)&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Super Wall Bounce ==== &lt;br /&gt;
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&#039;s possible to hit someone again while they&#039;re bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Earth Orbit ==== &lt;br /&gt;
Counter hit only. Occurs when any move that would have triggered a &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; (or just a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;? It&#039;s possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; and you can hit or grab them as they come back onto the screen before landing if you really want to.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air Throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
=== Item Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Shocked ==== &lt;br /&gt;
You got electrocuted, either by the lightning item or by &#039;&#039;&#039;Kaminari&#039;&#039;&#039;. Similar to the standard &#039;&#039;&#039;Launch&#039;&#039;&#039;, except that you can only be airthrown (if they can even reach) and can&#039;t &#039;&#039;&#039;Air Recover&#039;&#039;&#039;.&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Petrified ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Frozen ==== &lt;br /&gt;
Get hit by the ice item while on the ground and you&#039;ll be frozen solid for a length of time. During this you can be hit by anything except throws and you&#039;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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Poison Stun ==== &lt;br /&gt;
Get hit by the poison item either on the ground or in the air and you&#039;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&#039;s different in that you recover much faster and can therefore mash out of it even quicker.&lt;br /&gt;
* You can do anything you want because they are dizzy, just be quick about it&lt;br /&gt;
&lt;br /&gt;
==== Blown up ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
[[File:Pf-group.png|none|480px|right]]&lt;br /&gt;
[[File:justin-tiers.jpg|thumb|right|Tierlist according to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]&amp;lt;/span&amp;gt;. You can&#039;t argue with it.]]&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
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&#039;t know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei&#039;s 2P, and how much lifebar they had before the final hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Hits !! Last hit Health&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 49 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 41 || 3px&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 41 || 0px&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40 || 1px&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 38 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dizzy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Dizzy&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 45&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 40&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 40&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 40&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 35&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 35&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to play (old version, redoing) ==&lt;br /&gt;
Controls&lt;br /&gt;
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]&lt;br /&gt;
[[File:Pf-p.png|Punch]] = Punch&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-k.png|Kick]] = Kick&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] = Special&lt;br /&gt;
* (See: Guard Crush, Easy Inputs)&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-start.png|Start]] = Taunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss&lt;br /&gt;
* &amp;lt;b&amp;gt;(The trajectory can be changed depending on the direction held)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Special cancel window starts &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; contact with opponent)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush&lt;br /&gt;
* (See: Mega Crush/Counter Crush)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech&lt;br /&gt;
* (Input when you are in a Launch state to escape fake combos and land on your feet)&lt;br /&gt;
* &amp;lt;b&amp;gt;(Not always a good option. Pay close attention to your opponent&#039;s offense)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (The trajectory can be changed depending on the direction held)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] = Block&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-1.png|1]] = Low Block&lt;br /&gt;
&lt;br /&gt;
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block&lt;br /&gt;
* (Air blockstun can be cancelled with normals; &amp;lt;b&amp;gt;advantage-on-block moves become punishable&amp;lt;/b&amp;gt;)&lt;br /&gt;
* (Grounded normals are &amp;lt;b&amp;gt;air unblockable&amp;lt;/b&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (8F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])&lt;br /&gt;
* (11F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P&lt;br /&gt;
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P&lt;br /&gt;
* (Despite appearances, &amp;lt;b&amp;gt;this move will always need to be blocked low&amp;lt;/b&amp;gt;)&lt;br /&gt;
* &amp;lt;b&amp;gt;(This move can be special cancelled by every character in the game)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Can be useful for challenging pressure and punishing negative moves)&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher&lt;br /&gt;
* &amp;lt;b&amp;gt;(Launch State on Counter-Hit only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep&lt;br /&gt;
* ([[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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit&lt;br /&gt;
* (Input when the opponent is in a knockdown state)&lt;br /&gt;
&lt;br /&gt;
Guard Crush&lt;br /&gt;
[[File:Pf-s.png|Special]] = Red gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush&lt;br /&gt;
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter&lt;br /&gt;
* &amp;lt;b&amp;gt;(Can only counter Guard Crushes.&amp;lt;/b&amp;gt; Counter window is while flashing blue, then has a whiff animation.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|image = [[File:Pf-flyer2.png | 276px]]&lt;br /&gt;
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix&lt;br /&gt;
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|players = 2&lt;br /&gt;
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-II]&lt;br /&gt;
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]&lt;br /&gt;
}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2469</id>
		<title>Pocket Fighter</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter&amp;diff=2469"/>
		<updated>2022-03-25T05:24:11Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pocket Fighter AKA Super Gem Fighter: Mini Mix&lt;br /&gt;
&lt;br /&gt;
1997 Capcom&lt;br /&gt;
&lt;br /&gt;
Pages being reworked. Please check back later, or attempt to make sense of this mess.&lt;br /&gt;
&lt;br /&gt;
= Competitive Footage =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=676nBBttGDU Mar. 30, 2013 a-cho Pocket Fighter 1-on-1 Taikai]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=jlSQcFdD6qs Mar. 30, 2013 a-cho Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=JM5wu8OUg2o Nov. 24, 2020 Mikado Street Fighter Carnival 18 第21戦: Pocket Fighter]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=p0VGx16ogXo Nov. 25, 2020 Mikado Pocket Fighter Casuals]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-gouki-sel.png|75px|link=Pocket_Fighter/Gouki|Gouki/Akuma]]{{Completion |percentage=50}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ryu-sel.png|75px|link=Pocket_Fighter/Ryu|Ryu]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ken-sel.png|75px|link=Pocket_Fighter/Ken|Ken]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-dan-sel.png|75px|link=Pocket_Fighter/Dan|Dan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-chun-li-sel.png|75px|link=Pocket_Fighter/Chun-Li|Chun-Li]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-sakura-sel.png|75px|link=Pocket_Fighter/Sakura|Sakura]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-morrigan-sel.png|75px|link=Pocket_Fighter/Morrigan|Morrigan]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-lei-lei-sel.png|75px|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]]{{Completion |percentage=80}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-felicia-sel.png|75px|link=Pocket_Fighter/Felicia|Felicia]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-tabasa-sel.png|75px|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]]{{Completion |percentage=45}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-zangief-sel.png|75px|link=Pocket_Fighter/Zangief|Zangief]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; text-align: center&amp;quot;&amp;gt;[[File:Pf-ibuki-sel.png|75px|link=Pocket_Fighter/Ibuki|Ibuki]]{{Completion |percentage=40}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= How to Play =&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-how-to&amp;quot;&amp;gt;&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerB&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-how-to-play.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-p.png|P|link=]] &lt;br /&gt;
Punch &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal punch that can initiate a Flash Combo. For AC accuracy, map this to your leftmost button (Jab).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-k.png|K|link=]] &lt;br /&gt;
Kick &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | A normal kick, typically longer range than a punch. In AC, this was the middle button (Strong).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-s.png|S|link=]] &lt;br /&gt;
Special &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Guard Crush, Counters, and Easy Inputs. This was the rightmost button in AC (Fierce).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Pf-start.png|Taunt|link=]] &lt;br /&gt;
Taunt &lt;br /&gt;
| style=&amp;quot;font-size: 0.85em&amp;quot; | Taunt and cycle to the next item in your inventory. This was the Start button in AC.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Universal Commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
==== Throw ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When near your opponent, if you press the &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; buttons simultaneously you&#039;ll be able to grab and throw them. You can even do it in the &#039;&#039;&#039;Air&#039;&#039;&#039;! &lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-throw&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-throw&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Teching a throw will either let you escape, or reduce the damage (SFII style), or do absolutely nothing, depending on which throw is being defended against&lt;br /&gt;
# The throw tech window starts &#039;&#039;after&#039;&#039; a throw &#039;&#039;connects&#039;&#039;&lt;br /&gt;
# Same frame throws will give the throw to one of the players at random&lt;br /&gt;
# Throws have abnormally wide hitboxes. You can outrange some SFV sized normals which are all over the place in this game&lt;br /&gt;
# Most moves have throw invulnerability from frame 2 (Exclusions: &#039;&#039;&#039;Guard Crush&#039;&#039;&#039;, &#039;&#039;&#039;Throw&#039;&#039;&#039;)&lt;br /&gt;
# Specials and Supers used at Reversal timing have throw invulnerability from frame 1&lt;br /&gt;
# Your natural reaction to command throws may be to jump, but in this game you are actually still vulnerable to ground throws for 1 frame while airborne, which can be easily caught by throws with long active durations. You might find it&#039;s safer to just mash some buttons instead.&lt;br /&gt;
# Strict input detection. You need to press P + K in a 1 frame window.&lt;br /&gt;
# You can throw with negative edge (No input leniency here either)&lt;br /&gt;
# Throw will still come out during crouch&lt;br /&gt;
# The universal command throws are considered special moves&lt;br /&gt;
# Most throws do 0 stun and are long enough to reset the opponent&#039;s accumulated stun back to 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Near opponent)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|41236]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-63214.png|link=|63214]] + [[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Command Throw&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-throw.png|link=|141px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dash / Run ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Cover a set distance much faster than walking by performing a &#039;&#039;&#039;Dash&#039;&#039;&#039;. If you continue to hold forward after a dash, you&#039;ll transition into a &#039;&#039;&#039;Run&#039;&#039;&#039;. On top of all that, you can perform a special &#039;&#039;&#039;Dash Attack&#039;&#039;&#039; during either &#039;&#039;&#039;Forward Dash&#039;&#039;&#039; or a &#039;&#039;&#039;Run&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-dash&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-dash&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Back Dash has no invul. frames&lt;br /&gt;
# Back Dash is cancellable (&#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, &#039;&#039;&#039;Taunt&#039;&#039;&#039;)&lt;br /&gt;
# Forward Dash &amp;amp; Run are cancellable (Exclusions: &#039;&#039;&#039;5P&#039;&#039;&#039;, &#039;&#039;&#039;5K&#039;&#039;&#039;, &#039;&#039;&#039;Mega Crush&#039;&#039;&#039;, &#039;&#039;&#039;Item Ball&#039;&#039;&#039;, &#039;&#039;&#039;Block&#039;&#039;&#039;)&lt;br /&gt;
# Dashes cannot be cancelled by movement&lt;br /&gt;
# Run is cancellable by movement but needs recovery anim. before blocking&lt;br /&gt;
# Run will autostop with contact of opponent or wall&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash and Backdash&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-6.png|link=|6]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Run&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During Dash or Run)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] or [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Dash Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-dash.png|link=|217px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roll ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you fall to the ground from an unrecovered &#039;&#039;&#039;Launch&#039;&#039;&#039; or a &#039;&#039;&#039;Juggle&#039;&#039;&#039;, you&#039;ll land on your back &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. To disrupt your opponent&#039;s offense, you have the option of moving &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; by &#039;&#039;&#039;Rolling&#039;&#039;&#039; before you get up. Each button travels a different length.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-roll&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-roll&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# You can Roll past your opponent to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Side%20Switch switch sides]&amp;lt;/span&amp;gt; with them&lt;br /&gt;
# Rolling increases the amount of time you are knocked down, opening up the possibility of more ambitious Okizeme, and making Pursuit Attacks more likely to combo&lt;br /&gt;
# Since you&#039;re moving on the ground though, it can make Pursuit Attacks more likely to whiff too (Deep Gameplay™)&lt;br /&gt;
# Sakura &#039;&#039;&#039;must&#039;&#039;&#039; Roll if she wants to block on wake up (so &#039;&#039;you&#039;&#039; won&#039;t need to remember this information)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-p.png|link=|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 1&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 2&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|6]] + [[File:Pf-s.png|link=|S]] or [[File:Pf-start.png|link=|Start]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Roll 3&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-roll.png|link=|100px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Air Recovery ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you get &#039;&#039;&#039;Thrown&#039;&#039;&#039; into the air or otherwise &#039;&#039;&#039;Launched&#039;&#039;&#039; by various different methods, you can take control of the situation and adjust your flight path by performing an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. After flipping yourself upright again by pressing &#039;&#039;&#039;Punch&#039;&#039;&#039; and &#039;&#039;&#039;Kick&#039;&#039;&#039; in the air, you&#039;ll be able to move &#039;&#039;&#039;left&#039;&#039;&#039; or &#039;&#039;&#039;right&#039;&#039;&#039; again and start a counter attack in mid-air. However, &#039;&#039;&#039;you can&#039;t alter the direction of the flip itself&#039;&#039;&#039;. Lastly, as a result of a successful &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, you&#039;ll land back on your feet instead of &#039;&#039;&#039;Knocked down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-ukemi&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-ukemi&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Air Recovery is only possible during a &#039;&#039;&#039;Launch&#039;&#039;&#039; state. See: [[#Launch]], [[#Juggle]]&lt;br /&gt;
# No input leniency. P + K must be pressed on the same frame.&lt;br /&gt;
# Can be performed with &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Negative%20Edge Negative Edge]&amp;lt;/span&amp;gt; (No leniency here either)&lt;br /&gt;
# After an Air Recovery you have the option influence your momentum as much as you want before you touch the ground by holding the opposite direction to slow down, holding the same direction to fly farther, or just doing nothing to finish your natural flight path.&lt;br /&gt;
# There is a small animation after the flip which is cancellable by special moves&lt;br /&gt;
# There are actually setups to punish air recoveries, and some of them loop. Consider just taking the &#039;&#039;&#039;Knockdown&#039;&#039;&#039;, or resorting to &#039;&#039;&#039;Counter Crush&#039;&#039;&#039;, if you meet someone who has studied this satanic technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Air Recovery&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-ukemi.png|link=|132px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Easy Reversal ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
No skill? No problem! You can guarantee your attack comes out as soon as possible when you get &#039;&#039;&#039;Knocked Down&#039;&#039;&#039;. Just mash the &#039;&#039;&#039;Special&#039;&#039;&#039; button at least twice when your character is down, and a dedicated special move will come out on the first possible &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Frame frame]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;&#039;&#039;&#039;[https://glossary.infil.net/?t=Wakeup wake up]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. It won&#039;t work if you used your &#039;&#039;&#039;Roll&#039;&#039;&#039; though.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-reversal&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-reversal&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Each character&#039;s Easy Reversal move looks the same as their LV.1 Yellow Gem Special Move, but can have some different damage values and frame data from the regular command. The exceptions are Tabasa/Tessa&#039;s which is visually unique, Ibuki&#039;s which travels in a different arc, and Felicia&#039;s which is based on her LV.1 Blue Gem Special Move.&lt;br /&gt;
# Gems do not level up the Easy Reversals&lt;br /&gt;
# These moves may not necessarily have invulnerability frames (i dont know yet)&lt;br /&gt;
# The regular reversal window is 2F and can only be triggered by Special Moves and Mighty Combos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Knocked Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-rs.png|link=|S (x2)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Easy Reversal&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-reversal.png|link=|80px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Super Jump ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
If you tap any &#039;&#039;&#039;down&#039;&#039;&#039; direction before an &#039;&#039;&#039;up&#039;&#039;&#039; direction, you can pull off a &#039;&#039;&#039;Super Jump&#039;&#039;&#039;. Compared to a regular jump, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-superjump&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-superjump&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Super Jumps tend to have 7F of prejump before they&#039;re considered Airborne&lt;br /&gt;
# If you have a 360 command throw it will be 9F, or 12F for Zangief&lt;br /&gt;
# Unlike a normal jump, you can actually move left and right in the air after a neutral Super Jump. Keep in mind there is a height requirement for the movement, so slow down your inputs a little if you&#039;re missing it.&lt;br /&gt;
# For diagonal super jumps, you can hold the opposite direction to alter your jump arc. Holding the same direction won&#039;t change the distance, though.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] [[File:Dir-8.png|link=|8]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Super Jump&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-jump.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pursuit Attack ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
After you &#039;&#039;&#039;Throw&#039;&#039;&#039; or &#039;&#039;&#039;Launch&#039;&#039;&#039; your opponent by various means, they&#039;ll enter a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Input this as soon as they hit the ground and you&#039;ll be able take advantage before they wake up, vampire style, by utilizing your &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-pursuit&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-pursuit&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Tends to whiff often and is sometimes punishable on hit. It seems best for guaranteed kills&lt;br /&gt;
# Does not work when the opponent is &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Stun Dizzy]&amp;lt;/span&amp;gt;&lt;br /&gt;
# Certain moves will put the opponent into a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state in mid-air, making Pursuit possible before they hit the ground&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Opponent is Down)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-p.png|link=|P]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-8.png|link=|8]] + [[File:Pf-k.png|link=|K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Pursuit Attack&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-pursuit.png|link=|166px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Ball Toss / Item Ball Set ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Start the party by pulling out the &#039;&#039;&#039;Item Balls&#039;&#039;&#039;. You can hold backward to &#039;&#039;&#039;toss&#039;&#039;&#039; an &#039;&#039;&#039;Item Ball&#039;&#039;&#039; with an altered trajectory, or hold down to &#039;&#039;&#039;set&#039;&#039;&#039; it on the ground for a delayed reaction.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-item&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-item&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Using Items is considered a unique action (Action examples: Normals, Specials, and Supers)&lt;br /&gt;
# Can be performed with negative edge&lt;br /&gt;
# Can be &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://glossary.infil.net/?t=Kara%20Cancel Kara Cancelled]&amp;lt;/span&amp;gt; into &#039;&#039;&#039;Special&#039;&#039;&#039;, &#039;&#039;&#039;Super&#039;&#039;&#039;, &#039;&#039;&#039;Guard Crush Counter&#039;&#039;&#039;, and &#039;&#039;&#039;Taunt&#039;&#039;&#039;&lt;br /&gt;
# Items tend to cause &#039;&#039;&#039;[[#Juggle]]&#039;&#039;&#039; state instead of &#039;&#039;&#039;[[#Launch]]&#039;&#039;&#039; state on hit&lt;br /&gt;
# Items &#039;&#039;&#039;Tossed&#039;&#039;&#039; will bounce off of the wall on contact&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; will stop at the wall on contact (must be touching the ground)&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can be pushed by both players&lt;br /&gt;
# Items &#039;&#039;&#039;Set&#039;&#039;&#039; on the ground can inflict damage to both players&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-4.png|link=|4]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Toss&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Item in inventory)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-1.png|link=|1]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|2]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-3.png|link=|3]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Item Ball Set&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-item.png|link=|240px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guard Cancel ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
Fuck you! Assert your alpha energy and punish your opponent&#039;s block pressure by executing a &#039;&#039;&#039;Guard Cancel&#039;&#039;&#039;. With one level of &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can spend it to unleash this instant unblockable counter attack, and occasionally even combo off of it.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-counter&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-counter&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Unblockable&lt;br /&gt;
# Can KO the opponent&lt;br /&gt;
# Causes &#039;&#039;&#039;Launch&#039;&#039;&#039; on &#039;&#039;&#039;[https://glossary.infil.net/?t=Counter%20Hit Counter Hit]&#039;&#039;&#039;, making comboing vs &#039;&#039;&#039;Flash Combo&#039;&#039;&#039; pressure difficult&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(During &amp;quot;Block Stun&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(After &amp;quot;Block Stop&amp;quot;)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(On the ground)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|4]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Guard Cancel&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-counter.png|link=|140px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-containerA&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-header&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mega Crush / Counter Crush ====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-text&amp;quot;&amp;gt;&lt;br /&gt;
When you find yourself completely unable to find an opening for attack, or when you are &#039;&#039;&#039;Launched&#039;&#039;&#039; in the air and an &#039;&#039;&#039;Air Recovery&#039;&#039;&#039; just won&#039;t be enough, you can turn to your last resort and perform a &#039;&#039;&#039;Mega Crush&#039;&#039;&#039; (offensive) or a &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; (evasive). In exchange for &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; of your &#039;&#039;&#039;Gems&#039;&#039;&#039; and &#039;&#039;&#039;Mighty Combo&#039;&#039;&#039; gauge, you can create an opportunity to break even the best defense, or escape from the best of offense.&lt;br /&gt;
&lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-megacrush&amp;quot; style=&amp;quot;color: #c90000; font-weight: bold; user-select: none;&amp;quot;&amp;gt;Advanced Info&amp;lt;/span&amp;gt;]&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-megacrush&amp;quot; class=&amp;quot;PF-info-text-advanced mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;padding: 0.5em 2em; border: 2px solid #780000; background-color: #fdd; color: #780000; font-size: 0.9em;&amp;quot;&amp;gt;&lt;br /&gt;
# Think of it like a last resort. You can use the Mega Crush to surprise someone who is good at blocking. Sort of like chipping them out.&lt;br /&gt;
# The Counter Crush could be used to escape some nasty Air Recovery punish loops. Big risk though, might want to find another method.&lt;br /&gt;
# If you want to reset your special moves back to level 1, you can try to find a safe opportunity to use this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Air OK)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|P]] + [[File:Pf-k.png|link=|K]] + [[File:Pf-s.png|link=|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Mega Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(Mighty Combo LV.1+)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;(When launched)&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jp.png|link=|j.P]] + [[File:Pf-jk.png|link=|j.K]] + [[File:Pf-js.png|link=|j.S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Counter Crush&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;PF-info-art&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pf-art-mc.png|link=|120px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
&lt;br /&gt;
=== Item Balls ===&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
&lt;br /&gt;
=== Item Carriers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Offense and Defense ==&lt;br /&gt;
&lt;br /&gt;
=== Guard Crush ===&lt;br /&gt;
&lt;br /&gt;
=== Flash Combo ===&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
=== Anti Air ===&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
= Gem God Tips for the Autistic (you) =&lt;br /&gt;
=== Turbo ===&lt;br /&gt;
[[File:turbopben.jpg|thumb|none|CPS-II turbo pattern B]]&lt;br /&gt;
&lt;br /&gt;
Enabling turbo speeds can cause specific &#039;&#039;display&#039;&#039; frames to be dropped. However, &#039;&#039;internally&#039;&#039; the game still processes these frames, but cuts this frame and the preceding frame&#039;s &#039;&#039;realtime&#039;&#039; durations in half, packing them both into the duration of one &#039;&#039;display frame&#039;&#039;. I&#039;ll just call these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames for convenience. This can lead to situations where a link which occurs &#039;&#039;internally&#039;&#039; during a 1F window will require a button press in &#039;&#039;&#039;half&#039;&#039;&#039; of a &#039;&#039;display frame&#039;s&#039;&#039; duration in &#039;&#039;realtime&#039;&#039;. Check out this article from Capcom for more in-depth information: &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://game.capcom.com/cfn/sfv/column/131667 https://game.capcom.com/cfn/sfv/column/131667]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know if it&#039;s actually possible to input a button press in the half frame window required, and I don&#039;t know how to test if half frame inputs can even exist on an emulator running the game at 60fps. It will also be impossible to know whether your button will need to be pressed on the &#039;&#039;early half&#039;&#039; or the &#039;&#039;late half&#039;&#039; of this &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frame. It might be best to just consider these frames &#039;&#039;&#039;dropped&#039;&#039;&#039; in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this game, there are 3 speed settings. The &#039;&#039;&#039;Slow&#039;&#039;&#039; setting will synchronize the &#039;&#039;display framerate&#039;&#039; and the &#039;&#039;internal framerate&#039;&#039; to 60fps. All other speeds will make use of &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames. Here&#039;s how that breaks down:&lt;br /&gt;
&lt;br /&gt;
* Slow = No frame splits (this should be the only setting ever used for collecting frame data)&lt;br /&gt;
* Normal = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 16th display frame (1.07x speed)&lt;br /&gt;
* Fast = &amp;quot;&#039;&#039;&#039;Split&#039;&#039;&#039;&amp;quot; on every 8th display frame (1.14x speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While using any speed faster than slow will probably cause you to drop 1F links and reversal windows if they happen to occur on one of these &amp;quot;&#039;&#039;&#039;split&#039;&#039;&#039;&amp;quot; frames, more offensive strategies will become viable at higher speeds due to the reduced reaction windows. Because of this, most people seem to prefer either Fast or Normal speeds.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
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.&lt;br /&gt;
  &lt;br /&gt;
=== Bubble Kara Cancel ===&lt;br /&gt;
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.&lt;br /&gt;
Could also be useful for oki &lt;br /&gt;
&lt;br /&gt;
=== Air Recovery ===&lt;br /&gt;
Hold a direction after teching to move left or right. You can&#039;t actually affect the direction of the tech itself.&lt;br /&gt;
&lt;br /&gt;
The distance you move after recovering depends on both your momentum and the direction you&#039;re holding. You can use this to escape further pressure by being unpredictable.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Dash ===&lt;br /&gt;
Morrigan and Lei-Lei have special dashes while [[File:Pf-s.png|Special]] is held. Both are able to be cancelled by specific actions.&lt;br /&gt;
&lt;br /&gt;
=== Prejump and landing ===&lt;br /&gt;
&lt;br /&gt;
Everyone has 4 frames of throw invul during prejump but you&#039;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&#039;t tested this yet.&lt;br /&gt;
&lt;br /&gt;
=== Throw Invulnerability ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Air Block ===&lt;br /&gt;
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&#039;s more like attacking or throwing cancels blockstun, since you can&#039;t do anything else). In other words, just mash buttons if you find yourself blocking a move in the air.&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;t jump and they guess the airthrow you can quite easily antiair.&lt;br /&gt;
&lt;br /&gt;
=== Throw Tech ===&lt;br /&gt;
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&#039;s sorta like you do it right after you&#039;ve been grabbed I think. When you get it it says &amp;quot;Tech Bonus&amp;quot; in big letters though so you&#039;ll know.&lt;br /&gt;
&lt;br /&gt;
=== Negative Edge ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Counter Hit ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Dizzy ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Launch ===&lt;br /&gt;
Some specific moves and counter hits will send you flying into the air in a &amp;quot;Launch&amp;quot; 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 &amp;quot;infinite&amp;quot; it&#039;s almost certain that you are actually in the escapable launch state and can air recover to safety.&lt;br /&gt;
&lt;br /&gt;
=== Knockdown and Juggle ===&lt;br /&gt;
Not air recovering while in launch state will cause you to get knocked down.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;gt; K &amp;gt; P&lt;br /&gt;
&lt;br /&gt;
Rolling increases the amount of time you are on the ground, making you more vulnerable to pursuit attacks reaching you in time to combo.&lt;br /&gt;
&lt;br /&gt;
=== Combo into throw ===&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
Due to the inherent randomness and the fact you&#039;ll most likely be using a Speed faster than Slow, this technique is virtually useless.&lt;br /&gt;
&lt;br /&gt;
=== Sakura bug ===&lt;br /&gt;
Sakura cannot block on wakeup lol&lt;br /&gt;
&lt;br /&gt;
If she rolls she can block though&lt;br /&gt;
&lt;br /&gt;
=== Alpha Counter ===&lt;br /&gt;
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&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
=== Chip Damage ===&lt;br /&gt;
There is no chip damage.&lt;br /&gt;
&lt;br /&gt;
=== Corner Cross Up ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Meter ===&lt;br /&gt;
Hitting, getting hit, whiffing normals, whiffing specials, and collecting gems will all grant you meter. Blocking gives no meter.&lt;br /&gt;
&lt;br /&gt;
Big gems fill about half a bar.&lt;br /&gt;
&lt;br /&gt;
The more hits you do in a combo, the more gems you&#039;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&#039;t hoard your meter.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Chests ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Backturn ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Hit States ===&lt;br /&gt;
After you hit someone theres a number of effects that can happen. Listed underneath are the possible responses to these states&lt;br /&gt;
&lt;br /&gt;
==== Hit Stun ====&lt;br /&gt;
Standard grounded hit animation after taking damage on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
&lt;br /&gt;
==== Block Stun ====&lt;br /&gt;
Standard grounded guard animation blocking an attack on the ground. Usually occurs while &#039;&#039;&#039;Standing&#039;&#039;&#039; or &#039;&#039;&#039;Crouching&#039;&#039;&#039;. You can&#039;t be thrown during this state.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Guard Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Block Stun ====&lt;br /&gt;
Aerial version of the above. Usually occurs while &#039;&#039;&#039;Jumping&#039;&#039;&#039;. You can&#039;t be thrown during this state. You can actually cancel this animation by attacking or throwing in this game, making normally safe pressure punishable.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Guard Crush OK&lt;br /&gt;
* Normal Cancel (Defender)&lt;br /&gt;
* Throw Cancel (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Air Reset ====&lt;br /&gt;
You flip backward in the air, either right after getting hit in the air, or after using your &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;. You are completely invincible and cannot do anything until you reach the ground in a &#039;&#039;&#039;Standing&#039;&#039;&#039; state.&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
&lt;br /&gt;
==== Launch ==== &lt;br /&gt;
You flip backward in the air until you &#039;&#039;&#039;Air Recover&#039;&#039;&#039; ([[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]]), &#039;&#039;&#039;Counter Crush&#039;&#039;&#039; ([[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]]) or hit the ground in a &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state. Some moves cause this on counter hit, but there&#039;s a few that always do it. You&#039;ll &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; if you touch the wall as well.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
* Counter Crush (defender)&lt;br /&gt;
&lt;br /&gt;
==== Juggle ==== &lt;br /&gt;
A few moves can cause an unrecoverable &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. What this means is that before you hit the ground, you will be locked out of &#039;&#039;&#039;Air Recovery&#039;&#039;&#039;, making you vulnerable to combos, air throws, and even guaranteed pursuit attacks. This animation looks similar to the &#039;&#039;&#039;Launch&#039;&#039;&#039; state but &#039;&#039;you cannot escape&#039;&#039;, 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 &#039;&#039;&#039;Wall Splat&#039;&#039;&#039; it will still be possible to air throw you, but you&#039;ll gain strike invulnerability right before you hit the ground (not immediately though, there is a small window to hit you again).&lt;br /&gt;
&lt;br /&gt;
There are actually a few different hit states that fit this category according to the game, but I&#039;m going to conflate any comboable launch state that you can&#039;t use an Air Recovery in as the &#039;&#039;&#039;Juggle&#039;&#039;&#039; state unless I find a reason not to.&lt;br /&gt;
&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ==== &lt;br /&gt;
This is the animation after you fell down from either &#039;&#039;&#039;Launch&#039;&#039;&#039; or &#039;&#039;&#039;Juggle&#039;&#039;&#039; state. A fighting game staple. The reason to distinguish this from the &#039;&#039;&#039;Launch&#039;&#039;&#039; and &#039;&#039;&#039;Juggle&#039;&#039;&#039; states is because in this game you can be attacked during the &#039;&#039;&#039;Knockdown&#039;&#039;&#039; state with a &#039;&#039;&#039;Pursuit Attack&#039;&#039;&#039;, similar to the Vampire games. This state can sometimes occur in midair.&lt;br /&gt;
* Pursuit OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Tech Roll (Defender)&lt;br /&gt;
* Easy Reversal (Defender)&lt;br /&gt;
&lt;br /&gt;
==== Wall Splat ==== &lt;br /&gt;
Many moves when they knock you back can cause you to splat against the wall. After a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;, 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&#039;s lariat).&lt;br /&gt;
&lt;br /&gt;
There are a few different &amp;quot;fall off the wall&amp;quot; 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&#039;t have enough momentum to send you to another wall.&lt;br /&gt;
&lt;br /&gt;
* Hit OK (Small window)&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Super Wall Bounce ==== &lt;br /&gt;
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&#039;s possible to hit someone again while they&#039;re bouncing around, but pretty hard due to the hitbox and flight path, as well as them being able to recover.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Recover (defender)&lt;br /&gt;
&lt;br /&gt;
==== Earth Orbit ==== &lt;br /&gt;
Counter hit only. Occurs when any move that would have triggered a &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; (or just a &#039;&#039;&#039;Wall Splat&#039;&#039;&#039;? It&#039;s possibly tied to some unseen momentum variable) also causes dizzy. Also gives you a hitbox like the &#039;&#039;&#039;Super Wall Bounce&#039;&#039;&#039; and you can hit or grab them as they come back onto the screen before landing if you really want to.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Air Throw OK&lt;br /&gt;
* Meaty Potential&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
=== Item Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Shocked ==== &lt;br /&gt;
You got electrocuted, either by the lightning item or by &#039;&#039;&#039;Kaminari&#039;&#039;&#039;. Similar to the standard &#039;&#039;&#039;Launch&#039;&#039;&#039;, except that you can only be airthrown (if they can even reach) and can&#039;t &#039;&#039;&#039;Air Recover&#039;&#039;&#039;.&lt;br /&gt;
* Air throw OK&lt;br /&gt;
&lt;br /&gt;
==== Petrified ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Frozen ==== &lt;br /&gt;
Get hit by the ice item while on the ground and you&#039;ll be frozen solid for a length of time. During this you can be hit by anything except throws and you&#039;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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Mash out (defender)&lt;br /&gt;
&lt;br /&gt;
==== Poison Stun ==== &lt;br /&gt;
Get hit by the poison item either on the ground or in the air and you&#039;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&#039;s different in that you recover much faster and can therefore mash out of it even quicker.&lt;br /&gt;
* You can do anything you want because they are dizzy, just be quick about it&lt;br /&gt;
&lt;br /&gt;
==== Blown up ==== &lt;br /&gt;
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.&lt;br /&gt;
* Hit OK&lt;br /&gt;
* Airthrow OK&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
[[File:Pf-group.png|none|480px|right]]&lt;br /&gt;
[[File:justin-tiers.jpg|thumb|right|Tierlist according to &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://twitter.com/jwonggg/status/1141779296626700288 Justin Wong]&amp;lt;/span&amp;gt;. You can&#039;t argue with it.]]&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
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&#039;t know what the exact guts mechanics are but I tested how many hits it takes to kill with Lei-Lei&#039;s 2P, and how much lifebar they had before the final hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Hits !! Last hit Health&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 49 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 41 || 3px&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 41 || 2px&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 41 || 0px&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 41 || 0px&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40 || 1px&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 38 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dizzy ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! Character !! Dizzy&lt;br /&gt;
|-&lt;br /&gt;
| Zangief || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lei-Lei || 45&lt;br /&gt;
|-&lt;br /&gt;
| Ryu || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ken || 40&lt;br /&gt;
|-&lt;br /&gt;
| Chun-Li || 40&lt;br /&gt;
|-&lt;br /&gt;
| Sakura || 40&lt;br /&gt;
|-&lt;br /&gt;
| Morrigan || 40&lt;br /&gt;
|- &lt;br /&gt;
| Ibuki || 40&lt;br /&gt;
|-&lt;br /&gt;
| Felicia || 35&lt;br /&gt;
|-&lt;br /&gt;
| Tabasa || 35&lt;br /&gt;
|-&lt;br /&gt;
| Dan || 35&lt;br /&gt;
|-&lt;br /&gt;
| Gouki || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to play (old version, redoing) ==&lt;br /&gt;
Controls&lt;br /&gt;
[[File:Pf-how-to-play.png|thumb|none|Recommended button mapping: Jab = P, Strong = K, Fierce = S|2000px]]&lt;br /&gt;
[[File:Pf-p.png|Punch]] = Punch&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-k.png|Kick]] = Kick&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] = Special&lt;br /&gt;
* (See: Guard Crush, Easy Inputs)&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-start.png|Start]] = Taunt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] = Throw&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Throw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-s.png|Special]] + [[File:Pf-k.png|Kick]] = Bubble Toss&lt;br /&gt;
* &amp;lt;b&amp;gt;(The trajectory can be changed depending on the direction held)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Down inputs will place it on the ground or roll it forward, with it detonating after a short time)&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;(Special cancel window starts &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; contact with opponent)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-p.png|Punch]] + [[File:Pf-k.png|Kick]] + [[File:Pf-s.png|Special]] = Mega Crush&lt;br /&gt;
* (See: Mega Crush/Counter Crush)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pf-jp.png|Punch]] + [[File:Pf-jk.png|Kick]] = Air Tech&lt;br /&gt;
* (Input when you are in a Launch state to escape fake combos and land on your feet)&lt;br /&gt;
* &amp;lt;b&amp;gt;(Not always a good option. Pay close attention to your opponent&#039;s offense)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (The trajectory can be changed depending on the direction held)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] = Block&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-1.png|1]] = Low Block&lt;br /&gt;
&lt;br /&gt;
([[File:Pf-air.png|Air]]) [[File:Dir-4.png|4]] or [[File:Dir-1.png|1]] or [[File:Dir-7.png|7]] = Air block&lt;br /&gt;
* (Air blockstun can be cancelled with normals; &amp;lt;b&amp;gt;advantage-on-block moves become punishable&amp;lt;/b&amp;gt;)&lt;br /&gt;
* (Grounded normals are &amp;lt;b&amp;gt;air unblockable&amp;lt;/b&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-7.png|7]] or [[File:Dir-8.png|8]] or [[File:Dir-9.png|9]] = Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (8F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] [[File:Dir-8.png|8]] = Super Jump&lt;br /&gt;
* (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]])&lt;br /&gt;
* (9F: [[File:Pf-icon-felicia.png|Felicia]][[File:Pf-icon-tabasa.png|Tabasa]][[File:Pf-icon-ibuki.png|Ibuki]])&lt;br /&gt;
* (11F: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] = Dash&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|4]] [[File:Dir-4.png|4]] = Backdash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-p.png|Punch]] = Dash Attack P&lt;br /&gt;
* (Low: [[File:Pf-icon-chun-li.png|Chun-Li]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Fake Overhead: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-zangief.png|Zangief]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] [[File:Dir-6.png|6]] + [[File:Pf-k.png|Kick]] = Dash Attack K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Crouch Crossup: [[File:Pf-icon-zangief.png|Zangief]][[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
* (Whiff on crouching: [[File:Pf-icon-dan.png|Dan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-p.png|Punch]] = Low P&lt;br /&gt;
* (Despite appearances, &amp;lt;b&amp;gt;this move will always need to be blocked low&amp;lt;/b&amp;gt;)&lt;br /&gt;
* &amp;lt;b&amp;gt;(This move can be special cancelled by every character in the game)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (Can be useful for challenging pressure and punishing negative moves)&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-morrigan.png|Morrigan]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|2]] + [[File:Pf-k.png|Kick]] = Low K&lt;br /&gt;
* (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]])&lt;br /&gt;
* (Knockdown: [[File:Pf-icon-morrigan.png|Morrigan]][[File:Pf-icon-lei-lei.png|Lei-Lei/Hsien-Ko]])&lt;br /&gt;
* (Multi-hit: [[File:Pf-icon-tabasa.png|Tabasa/Tessa]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-p.png|Punch]] = Launcher&lt;br /&gt;
* &amp;lt;b&amp;gt;(Launch State on Counter-Hit only)&amp;lt;/b&amp;gt;&lt;br /&gt;
* (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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-3.png|3]] + [[File:Pf-k.png|Kick]] = Sweep&lt;br /&gt;
* ([[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]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-8.png|8]] + [[File:Pf-p.png|Punch]] or [[File:Pf-k.png|Kick]] = Pursuit&lt;br /&gt;
* (Input when the opponent is in a knockdown state)&lt;br /&gt;
&lt;br /&gt;
Guard Crush&lt;br /&gt;
[[File:Pf-s.png|Special]] = Red gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-6.png|6]] + [[File:Pf-s.png|Special]] = Yellow gem Guard Crush&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-2.png|6]] + [[File:Pf-s.png|Special]] = Blue gem Guard Crush&lt;br /&gt;
* (Each Guard Crush can be charged to do more damage and steal more gems on hit by holding the button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dir-4.png|6]] + [[File:Pf-s.png|Special]] = Guard Crush counter&lt;br /&gt;
* &amp;lt;b&amp;gt;(Can only counter Guard Crushes.&amp;lt;/b&amp;gt; Counter window is while flashing blue, then has a whiff animation.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|image = [[File:Pf-flyer2.png | 276px]]&lt;br /&gt;
|smartass = Pocket Fighter / Super Gem Fighter: Mini Mix&lt;br /&gt;
|developer = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|publisher = [https://en.wikipedia.org/wiki/Capcom Capcom]&lt;br /&gt;
|players = 2&lt;br /&gt;
|platform = [https://en.wikipedia.org/wiki/CP_System_II CPS-II]&lt;br /&gt;
|emulator = [https://www.fightcade.com/game/sgemf Fightcade]&lt;br /&gt;
}}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Collecting_Framedata_and_Hitboxes&amp;diff=2468</id>
		<title>Collecting Framedata and Hitboxes</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Collecting_Framedata_and_Hitboxes&amp;diff=2468"/>
		<updated>2022-03-25T01:10:11Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hitbox.png|thumb|right|800px|How to read hitbox images]]&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
&lt;br /&gt;
[https://code.google.com/p/mame-rr/ MAME Rerecording] | All of your CPS-II frame data values (startup, active, recovery, etc) should come from this emulator. You might be able to use FBA for other systems.&lt;br /&gt;
&lt;br /&gt;
[https://code.google.com/p/fbarr/ FinalBurn Alpha Rerecording] | Primarily used for capturing hitboxes that are incompatible with MAME-rr. Usually the throwboxes.&lt;br /&gt;
&lt;br /&gt;
[https://fightanvidya.com/4a4a/lua.zip Framedata and Hitbox Viewer Scripts] Backup of https://code.google.com/archive/p/mame-rr/ scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= How to manually count frames (CPS-II specific?) =&lt;br /&gt;
&lt;br /&gt;
If your game isn&#039;t supported by framedata.lua, you will have to turn on the hitboxes script and count the frames manually. Luckily it&#039;s not too hard.&lt;br /&gt;
&lt;br /&gt;
Run mame.exe and select the rom you want to use. Then, hit ctrl+L to bring up the Lua script manager and load up the script you need. Hit run.&lt;br /&gt;
&lt;br /&gt;
Press TAB, go to Input (General) and map a key for &#039;&#039;&#039;Frame Advance&#039;&#039;&#039; that&#039;s easy for you to press a billion times, and any &#039;&#039;&#039;Lua hotkeys&#039;&#039;&#039; you need to use. (Throwable boxes are off by default, so you will really want &#039;&#039;&#039;hotkey 5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Go to Input (This Game) and set up keys for both Player 1 and Player 2. I recommend mapping an extra &#039;&#039;&#039;UP&#039;&#039;&#039; input that is the same for both players so that you can very conveniently calculate frame advantage from a &#039;&#039;&#039;Jump Anchor Frame.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert coins and press start on both players, and if you&#039;re going to get &#039;&#039;&#039;Frame Advantage&#039;&#039;&#039; values select the same character for both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Input Frame ===&lt;br /&gt;
This is the frame that the final button or direction of your desired command is entered. Sometimes called &#039;&#039;&#039;Frame Zero&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Startup Frames ===&lt;br /&gt;
These are every frame &#039;&#039;after&#039;&#039; the &#039;&#039;&#039;Input Frame&#039;&#039;&#039; up to and &#039;&#039;including&#039;&#039; the first &#039;&#039;&#039;Active Frame&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Active Frames ===&lt;br /&gt;
These are all frames that contain an &#039;&#039;&#039;Attack Box&#039;&#039;&#039; (Red), a &#039;&#039;&#039;Projectile Box&#039;&#039;&#039; (Magenta), or a &#039;&#039;&#039;Throw Box&#039;&#039;&#039; (Yellow). Make sure this includes the frame you counted earlier as the last &#039;&#039;&#039;Startup Frame&#039;&#039;&#039; as well, so your sum total of &#039;&#039;&#039;Startup Frames&#039;&#039;&#039; + &#039;&#039;&#039;Active Frames&#039;&#039;&#039; + &#039;&#039;&#039;Recovery Frames&#039;&#039;&#039; should actually contain &#039;&#039;one extra frame&#039;&#039; since we&#039;re counting it twice. Using this method makes it easier to understand which moves can be used to punish or combo.&lt;br /&gt;
&lt;br /&gt;
Some moves that hit multiple times will contain &#039;&#039;&#039;Gaps&#039;&#039;&#039; between multiple chunks of &#039;&#039;&#039;Active Frames&#039;&#039;&#039;. For this situation, you should count each Gap and Chunk separately. &lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say a move hits two times. If each of the &#039;&#039;two hits are &#039;&#039;&#039;Active&#039;&#039;&#039; for 5 frames&#039;&#039; and there is &#039;&#039;one &#039;&#039;&#039;Gap&#039;&#039;&#039; for 4 Frames&#039;&#039; inbetween the two hits. You would express it like so:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;5 (4) 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anchor Frame ===&lt;br /&gt;
This is a trick you can use to determine the amount of &#039;&#039;&#039;Recovery Frames&#039;&#039;&#039;.  I&#039;ll write about it later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recovery Frames ===&lt;br /&gt;
Coming soon in 2025&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Lei-Lei&amp;diff=2467</id>
		<title>Pocket Fighter/Lei-Lei</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Lei-Lei&amp;diff=2467"/>
		<updated>2022-03-24T16:53:13Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
[[File:Pf-lei-lei-story.png|thumb|none|320px|&amp;quot;Just do Tenraiha and then press S&amp;quot;]] &lt;br /&gt;
[[File:Pf-lei-lei-combo-route-simple.png|thumb|none|300px|simplified flash combo giude]]&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
{| class=&amp;quot;wikitable PFtable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;text-align:center; border: 0; width: 180px&amp;quot;| &amp;lt;div&amp;gt;[[File:Pf-lei-lei2.gif]]&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.75em;background: #fff;border-radius: 5px;border: 1px solid #a2a9b1&amp;quot;&amp;gt;If you won&#039;t block it, it&#039;s a combo&amp;lt;/div&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 10%&amp;quot; | Application&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 40%; min-width: 350px&amp;quot; | Notation&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Damage*&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; width: 40%; max-width: 400px&amp;quot; | Notes&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Demo&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;font-size:0.75em; border: 0;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Poke&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Main Combo. Leaves you at a good distance to start mixups and is safe on block ([[#Fried_Rice_Combo_B|-1]]). You can start holding S during this to prepare a [[#Vampire_Dash|Vampire Dash]].&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[[http://www.youtube.com/watch?v=SP2TEbvoFTk View]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Unsafe Low&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | [[#Dash_Kick|Dash K]] is punishable ([[#Dash_Kick|-6]]). [[#Tenkaisan|Tenkaisan]] can be replaced with [[#Pursuit_Attack|Pursuit Attack]]. Watch out for wall splat giving opponent strike invulnerability on the way down.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Buffer / Mixup&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]] xx [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Option select poke into super or Low option from empty jump. Can also use from [[#Vampire_Dash|Vampire Dash]] for a side switch mixup. Safe distance on block ([[#Tenkaisan|-4]]).&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Mixup&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jk.png|link=|bottom|j.K]] ・ [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]] xx [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | High option. The gems can build back around 2 bars of super meter. Replace [[#Tenkaisan|Tenkaisan]] with [[#Rairai_Kyuu|Rairai Kyuu]] to trade the gems for 6 more damage and better corner carry.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Punish&lt;br /&gt;
| &amp;lt;small&amp;gt;(&#039;&#039;Immediately after Block Stop&#039;&#039;)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Link from [[#Guard_Cancel|Guard Cancel]]. Whiffs on airborne and counterhit. Also works from [[#Guard_Crush_Counter|Guard Crush Counter]].&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Max Damage&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-jk.png|link=|bottom|j.K]] ・ [[File:Pf-bubble-bomb.png|link=|bottom|24px|Bomb]] ・ [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Make sure to hit the [[#Dash_Kick|Dash K]] as late as possible, otherwise [[#Tenkaisan|Tenkaisan]] will whiff. Wall splat note above applies here too.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[[http://www.youtube.com/watch?v=5HpF3TAtBLI View]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Command Throw&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Teching her [[#Air_Throw|air throw]] doesn&#039;t do anything but the game will still give you points for trying.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Command Throw&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 47&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Sakura, Lei-Lei, Felicia only. See: [[#Houtengeki|Houtengeki]].&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Counter Hit&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]] ・ [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]] xx [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | 39&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | 1F link from counter hit [[#5P|5P]]. Try to confirm with the opponent&#039;s startup animation, &amp;quot;2 Hit&amp;quot; message is only visibile for 13F. [[#Tenkaisan|Tenkaisan]] can be replaced with any [[#Mighty_Combo|super]], but [[#Rairai_Kyuu|Rairai Kyuu]] can whiff outside of the corner.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[[http://www.youtube.com/watch?v=ry_xtDUuKQ4 View]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| End Friendship&lt;br /&gt;
| &amp;lt;small&amp;gt;(&#039;&#039;After [[File:Pf-p.png|link=|bottom|P|18px]] &amp;gt; [[File:Pf-p.png|link=|bottom|P|18px]] &amp;gt; [[File:Dir-4.png|link=|bottom|4|14px]] + [[File:Pf-p.png|link=|bottom|P|18px]] ...&#039;&#039;)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-bubble-bomb.png|link=|bottom|24px|Bomb]] ・ [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]] ・ [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | You actually can&#039;t block the first active frame of any item she tosses. They would have to throw out an invincible or 8F move at reversal timing to stop this particular setup.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:0.75em; text-align: center; border: 0;&amp;quot; | &#039;&#039;&#039;Key:&#039;&#039;&#039; (&amp;lt;big&amp;gt;&#039;&#039;&#039;・&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Link / (&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Gatling / (&amp;lt;big&amp;gt;&#039;&#039;&#039;xx&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Cancel &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; (*All damage values vs. Lei-Lei)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;PFsidebar&amp;quot; style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;[[File:Pf-lei-lei-move.png|center|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;PFportrait&amp;quot; style=&amp;quot;display:flex; overflow-x:hidden; justify-content: center; border: 1px solid #a2a9b1; border-radius: 5px; margin: 5px; position: relative&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;position:relative; z-index: 1; position: absolute; bottom: 0&amp;quot;&amp;gt;[[File:Pf-lei-lei-hd1.png|none|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div class=&amp;quot;PFbg&amp;quot; style=&amp;quot;position:relative; z-index: -1&amp;quot;&amp;gt;[[File:Pf-stg-lei-lei.gif|none|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Frame Data=&lt;br /&gt;
&lt;br /&gt;
== Normals ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = 驚爪&lt;br /&gt;
|kana= きょうそう&lt;br /&gt;
|romaji= Kyousou&lt;br /&gt;
|altname = 5P&lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 7&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 10&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 5K&lt;br /&gt;
|name = 刺脚&lt;br /&gt;
|kana= しきゃく&lt;br /&gt;
|romaji= Shikyaku&lt;br /&gt;
|altname = 5K&lt;br /&gt;
|image = [[File:Pf-lei-lei-5k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 14&lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 18&lt;br /&gt;
|hit = -3&lt;br /&gt;
|block = -4&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Crush ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 5S&lt;br /&gt;
|name = 孔岩&lt;br /&gt;
|kana= くろっく&lt;br /&gt;
|romaji= Kurokku&lt;br /&gt;
|altname = 5S&lt;br /&gt;
|image = [[File:Pf-lei-lei-5s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-5s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-5s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 29~89&lt;br /&gt;
|active = 4 + 4&lt;br /&gt;
|recovery = 29&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 1S or 2S or 3S&lt;br /&gt;
|name = 射千露&lt;br /&gt;
|kana= いちろー&lt;br /&gt;
|romaji= Ichirou&lt;br /&gt;
|altname = 2S&lt;br /&gt;
|image = [[File:Pf-lei-lei-2s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-2s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-2s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-2s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 34~94&lt;br /&gt;
|active = 2 + 6&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Steal Blue Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Ichiro_Suzuki Suzuki Ichiro][https://www.youtube.com/watch?v=gcmTD_WFq30]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput = &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Dir-4.png|link=|bottom|4]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 4S or 6S&lt;br /&gt;
|name = 突々棒士&lt;br /&gt;
|kana= つくつくぼうし&lt;br /&gt;
|romaji= Tsukutsuku Boushi&lt;br /&gt;
|altname = 6S&lt;br /&gt;
|image = [[File:Pf-lei-lei-6s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-6s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 36~96&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 26&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Steal Yellow Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Air Normals ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]]&lt;br /&gt;
|notation = j.P&lt;br /&gt;
|name = 空鉄&lt;br /&gt;
|kana= くうてつ&lt;br /&gt;
|romaji= Kuutetsu&lt;br /&gt;
|altname = j.P&lt;br /&gt;
|image = [[File:Pf-lei-lei-jp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-jp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 13&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (max)&lt;br /&gt;
|block = +11 (max)&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* Throw invul. (Frame: 2~9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|notation = j.K&lt;br /&gt;
|name = 空蹴&lt;br /&gt;
|kana= くうしゅう&lt;br /&gt;
|romaji= Kuushuu&lt;br /&gt;
|altname = j.K&lt;br /&gt;
|image = [[File:Pf-lei-lei-jk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-jk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 14&lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (max)&lt;br /&gt;
|block = +11 (max)&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* Throw invul. (Frame: 2~7)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dash Attacks ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 66P&lt;br /&gt;
|name = 謝々衝&lt;br /&gt;
|kana= しぇいしぇいしょう&lt;br /&gt;
|romaji= Xièxie Shou&lt;br /&gt;
|altname = Dash Punch&lt;br /&gt;
|image = [[File:Pf-lei-lei-66p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-66p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 13&lt;br /&gt;
|stun = 10&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 14&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 27&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -8&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~16)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 66K&lt;br /&gt;
|name = 熱々麺&lt;br /&gt;
|kana= ぜつぜつめん&lt;br /&gt;
|romaji= Zetsuzetsu Men&lt;br /&gt;
|altname = Dash Kick&lt;br /&gt;
|image = [[File:Pf-lei-lei-66k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-66k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 18&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 18&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 24&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -6&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~21)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = P + K&lt;br /&gt;
|name = 放身&lt;br /&gt;
|kana= ほうしん&lt;br /&gt;
|romaji= Houshin&lt;br /&gt;
|altname = Throw&lt;br /&gt;
|image = [[File:Pf-lei-lei-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 18&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 2&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Launch (Throw Tech)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Techable Throw&#039;&#039;&#039; (Damage Reduction)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|notation = j.P + j.K&lt;br /&gt;
|name = 斬波&lt;br /&gt;
|kana= ざんぱ&lt;br /&gt;
|romaji= Zanpa&lt;br /&gt;
|altname = Air Throw&lt;br /&gt;
|image = [[File:Pf-lei-lei-airthrow.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-airthrow-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 20&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 2&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Knockdown (Throw Tech)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Techable Throw&#039;&#039;&#039; (No effect)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 63214 + P + K&lt;br /&gt;
|name = 高放身&lt;br /&gt;
|kana= こうほうしん&lt;br /&gt;
|romaji= Kouhoushin&lt;br /&gt;
|altname = Kouhoushin&lt;br /&gt;
|image = [[File:Pf-lei-lei-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 20&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 41236 + P + K&lt;br /&gt;
|name = 放天撃&lt;br /&gt;
|kana= ほうてんげき&lt;br /&gt;
|romaji= Houtengeki&lt;br /&gt;
|altname = Houtengeki&lt;br /&gt;
|image = [[File:Pf-lei-lei-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 1 + 3*7&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 4 + 1*7&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 17~77&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039; ([[File:Pf-icon-sakura.png|link=Pocket_Fighter/Sakura|Sakura]][[File:Pf-icon-lei-lei.png|link=Pocket_Fighter/Lei-Lei|Lei-Lei/Hsien-Ko]][[File:Pf-icon-felicia.png|link=Pocket_Fighter/Felicia|Felicia]])&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039; ([[File:Pf-icon-ryu.png|link=Pocket_Fighter/Ryu|Ryu]][[File:Pf-icon-ken.png|link=Pocket_Fighter/Ken|Ken]][[File:Pf-icon-chun-li.png|link=Pocket_Fighter/Chun-Li|Chun-Li]][[File:Pf-icon-morrigan.png|link=Pocket_Fighter/Morrigan|Morrigan]][[File:Pf-icon-tabasa.png|link=Pocket_Fighter/Tabasa|Tabasa/Tessa]][[File:Pf-icon-ibuki.png|link=Pocket_Fighter/Ibuki|Ibuki]][[File:Pf-icon-zangief.png|link=Pocket_Fighter/Zangief|Zangief]][[File:Pf-icon-gouki.png|link=Pocket_Fighter/Gouki|Gouki/Akuma]][[File:Pf-icon-dan.png|link=Pocket_Fighter/Dan|Dan]])&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039; (Only affects startup time)&lt;br /&gt;
* Juggle state only applies to &#039;&#039;&#039;Sakura, Lei-Lei, Felicia&#039;&#039;&#039;. The rest of the cast immediately goes into the knockdown state in mid-air which means they can be attacked with pursuit before they hit the ground.&lt;br /&gt;
* 8 Hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Normals ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 2P&lt;br /&gt;
|name = 貂笛&lt;br /&gt;
|kana= てんてき&lt;br /&gt;
|romaji= Tenteki&lt;br /&gt;
|altname = 2P&lt;br /&gt;
|image = [[File:Pf-lei-lei-2p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-2p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 1&lt;br /&gt;
|meter = 2&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 14&lt;br /&gt;
|hit = -5&lt;br /&gt;
|block = -6&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~8)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 1K or 2K or 3K&lt;br /&gt;
|name = 車爛駆&lt;br /&gt;
|kana= しゃらんく&lt;br /&gt;
|romaji= Sharanku&lt;br /&gt;
|altname = 2K&lt;br /&gt;
|image = [[File:Pf-lei-lei-2k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-2k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 11&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 25&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -17&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~13)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 3P&lt;br /&gt;
|name = 霊牙&lt;br /&gt;
|kana= &lt;br /&gt;
|romaji= Ryouga&lt;br /&gt;
|altname = 3P&lt;br /&gt;
|image = [[File:Pf-lei-lei-3p-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-3p-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-3p-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-3p-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 14&lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 11&lt;br /&gt;
|active = 3 + 2&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = -4&lt;br /&gt;
|block = -5&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 6P&lt;br /&gt;
|name = 笑獣牙&lt;br /&gt;
|kana= しょうじゅうが&lt;br /&gt;
|romaji= Shoujuuga&lt;br /&gt;
|altname = 6P&lt;br /&gt;
|image = [[File:Pf-lei-lei-6p-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-6p-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-6p-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-6p-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 13, 9&lt;br /&gt;
|stun = 5, 3&lt;br /&gt;
|meter = 3, 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 2 + 2&lt;br /&gt;
|recovery = 31&lt;br /&gt;
|hit = -12&lt;br /&gt;
|block = -13&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 6K&lt;br /&gt;
|name = 切離鋸&lt;br /&gt;
|kana= きりこ&lt;br /&gt;
|romaji= Kiriko&lt;br /&gt;
|altname = 6K&lt;br /&gt;
|image = [[File:Pf-lei-lei-6k-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-6k-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-6k-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-6k-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 20, 13&lt;br /&gt;
|stun = 5, 3&lt;br /&gt;
|meter = 3, 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 2 + 4&lt;br /&gt;
|recovery = 27&lt;br /&gt;
|hit = -9&lt;br /&gt;
|block = -10&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
* 2 Hits&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flash Combo ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; P&lt;br /&gt;
|name = 微塵刀&lt;br /&gt;
|kana= みじんとう&lt;br /&gt;
|romaji= Mijintou&lt;br /&gt;
|altname = Fried Rice Combo A&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 9&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 23&lt;br /&gt;
|hit = -13&lt;br /&gt;
|block = -14&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 炒丸鉄&lt;br /&gt;
|kana= ちゃおがんてつ&lt;br /&gt;
|romaji= Chaogantetsu&lt;br /&gt;
|altname = Fried Rice Combo B&lt;br /&gt;
|image = [[File:Pf-lei-lei-5ppp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5ppp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 11&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 痴爺亜叛&lt;br /&gt;
|kana= ちゃーはん&lt;br /&gt;
|romaji= Chaahan&lt;br /&gt;
|altname = Fried Rice Combo C&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pppp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pppp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 14&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 6&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 24&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 30&lt;br /&gt;
|hit = -10&lt;br /&gt;
|block = -11&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; K&lt;br /&gt;
|name = 否漏&lt;br /&gt;
|kana= ぴろー&lt;br /&gt;
|romaji= Pirou&lt;br /&gt;
|altname = Awakening Combo A&lt;br /&gt;
|image = [[File:Pf-lei-lei-5ppk-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5ppk-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-5ppk-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-5ppk-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 6 + 7&lt;br /&gt;
|stun = 2 + 2&lt;br /&gt;
|meter = 2 + 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 2 + 4&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = -12&lt;br /&gt;
|block = -13&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 孔岩&lt;br /&gt;
|kana= くろっく&lt;br /&gt;
|romaji= Kurokku&lt;br /&gt;
|altname = Awakening Combo B&lt;br /&gt;
|image = [[File:Pf-lei-lei-5s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-5s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-5s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = Red&lt;br /&gt;
|startup = 37~97&lt;br /&gt;
|active = 6&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K&lt;br /&gt;
|name = 禽斗&lt;br /&gt;
|kana= きんと&lt;br /&gt;
|romaji= Kinto&lt;br /&gt;
|altname = Goku Combo A&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 9&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = -12&lt;br /&gt;
|block = -13&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 突刺棒&lt;br /&gt;
|kana= つくしんぼう&lt;br /&gt;
|romaji= Tsukushinbou&lt;br /&gt;
|altname = Goku Combo B&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pkk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pkk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 11&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 14&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 26&lt;br /&gt;
|hit = -14&lt;br /&gt;
|block = -15&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 好々弾&lt;br /&gt;
|kana= よいよいだん&lt;br /&gt;
|romaji= Yoiyoi Dan&lt;br /&gt;
|altname = Goku Combo C&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pkkk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pkkk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 4*3&lt;br /&gt;
|stun = 2*3&lt;br /&gt;
|meter = 6*3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 21&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = 17&lt;br /&gt;
|hit = &lt;br /&gt;
|block = +4&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; P&lt;br /&gt;
|name = 駕汰&lt;br /&gt;
|kana= がーたー&lt;br /&gt;
|romaji= Gaataa&lt;br /&gt;
|altname = Strike Combo A&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pkp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pkp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 9&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 17&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 31&lt;br /&gt;
|hit = -21&lt;br /&gt;
|block = -22&lt;br /&gt;
|effects = &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 素虎行&lt;br /&gt;
|kana= すとらいく&lt;br /&gt;
|romaji= Sutoraiku&lt;br /&gt;
|altname = Strike Combo B&lt;br /&gt;
|image = [[File:Pf-lei-lei-5pkpp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5pkpp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 22&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 32~92&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-214.png|link=|bottom|214]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 214P&lt;br /&gt;
|name = 返響器&lt;br /&gt;
|kana= へんきょうき&lt;br /&gt;
|romaji= Henkyouki&lt;br /&gt;
|altname = Henkyouki&lt;br /&gt;
|image = [[File:Pf-lei-lei-214p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-214p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = &lt;br /&gt;
|gems = Blue&lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = -10&lt;br /&gt;
|block = -11&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = 236P&lt;br /&gt;
|name = 暗器砲&lt;br /&gt;
|kana= あんきほう&lt;br /&gt;
|romaji= Ankihou&lt;br /&gt;
|altname = Ankihou&lt;br /&gt;
|image = [[File:Pf-lei-lei-236p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-236p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = &lt;br /&gt;
|gems = Red&lt;br /&gt;
|startup = 18~111&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = -21&lt;br /&gt;
|block = -22&lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: 2~20~113)&lt;br /&gt;
* Items thrown change based on charge time&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = 41236K&lt;br /&gt;
|name = 地霊刀&lt;br /&gt;
|kana= じれいとう&lt;br /&gt;
|romaji= Jireitou&lt;br /&gt;
|altname = Jireitou&lt;br /&gt;
|image = [[File:Pf-lei-lei-41236k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-41236k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = &lt;br /&gt;
|gems = Yellow&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = -41&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: 2~7)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mighty Combo ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 236236K&lt;br /&gt;
|name = 来々球&lt;br /&gt;
|kana= らいらいきゅう&lt;br /&gt;
|romaji= Rairai Kyuu&lt;br /&gt;
|altname = Rairai Kyuu&lt;br /&gt;
|image = [[File:Pf-lei-lei-rairai-kyuu.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-rairai-kyuu-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 3*9 + 28&lt;br /&gt;
|stun = 6&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 4 + 0&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = -33&lt;br /&gt;
|effects = &lt;br /&gt;
* Flatten (Ground)&lt;br /&gt;
* Launch (Airborne)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
* 10 Hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-23.png|link=|bottom|23]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 23623K&lt;br /&gt;
|name = 天回傘&lt;br /&gt;
|kana= てんかいさん&lt;br /&gt;
|romaji= Tenkaisan&lt;br /&gt;
|altname = Tenkaisan&lt;br /&gt;
|image = [[File:Pf-lei-lei-tenkaisan.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-tenkaisan-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 2 + 1*18 + 16&lt;br /&gt;
|stun = -∞&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6 + 0&lt;br /&gt;
|active = 5&lt;br /&gt;
|recovery = 14 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 26&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -4&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~8)&lt;br /&gt;
* 20 Hit&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* [https://ja.wikipedia.org/wiki/海老一染之助・染太郎 Osome Brothers] [https://www.youtube.com/watch?v=O6dZFheWeUw]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] ~ [[File:Pf-s.png|link=|bottom|S]] ~ [[File:Pf-k.png|link=|bottom|K]] ~ [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 23623K&lt;br /&gt;
|name = 天雷破&lt;br /&gt;
|kana= てんらいは&lt;br /&gt;
|romaji= Tenraiha&lt;br /&gt;
|altname = Tenraiha&lt;br /&gt;
|image = [[File:Pf-lei-lei-tenraiha-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-tenraiha-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-lei-lei-tenraiha-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-lei-lei-tenraiha-b-hb.png|bottom|372px]]&lt;br /&gt;
|image3 = [[File:Pf-lei-lei-tenraiha-c.png|bottom|372px]]&lt;br /&gt;
|hitbox3 = [[File:Pf-lei-lei-tenraiha-c-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 18, 8 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 4 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 6*8&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6 + 2&lt;br /&gt;
|active = 4 + 1, 4, -&lt;br /&gt;
|recovery = 40&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -35&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039; (Spike balls)&lt;br /&gt;
* Launch (Weight vs Airborne)&lt;br /&gt;
* Flatten (Weight vs Grounded)&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039; (Shockwave)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039; (Spike balls)&lt;br /&gt;
* Air Unblockable (Weight)&lt;br /&gt;
* Infinite Horizontal Reach (Shockwave)&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]]&lt;br /&gt;
|altinput = [[File:Dir-4.png|link=|bottom|4]] [[File:Dir-4.png|link=|bottom|4]]&lt;br /&gt;
|notation = j.66&lt;br /&gt;
|name = Air Dash&lt;br /&gt;
|kana= 空中ダッシュ&lt;br /&gt;
|romaji= 空中ダッシュ&lt;br /&gt;
|altname = Air Dash&lt;br /&gt;
|image = [[File:Pf-lei-lei-airdash.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-airdash-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &lt;br /&gt;
|damage = &lt;br /&gt;
|stun = &lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 1&lt;br /&gt;
|active = 37&lt;br /&gt;
|recovery = 7 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 2&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Movement Cancel&#039;&#039;&#039; (2F additional recovery)&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* Additional actions possible from Frame 8&lt;br /&gt;
* Unlimited uses per jump&lt;br /&gt;
* Instant Air Dash input is strict compared to other games. If you need to get the lowest possible IAD, try using a very deliberate 8956 motion. 6956 will drop. &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;[https://seimitsuin.thebase.in/items/32093707]&amp;lt;/span&amp;gt;&lt;br /&gt;
* Cancelling the Air Dash by inputting the opposite direction can be used as a substitute for a Perfect IAD. You can get the same frame advantage from both options.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[File:Pf-s.png|link=|bottom|S]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; + [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]]&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = Vampire Dash&lt;br /&gt;
|kana= ヴァンパイアダッシュ&lt;br /&gt;
|romaji= ヴァンパイアダッシュ&lt;br /&gt;
|altname =  Vampire Dash&lt;br /&gt;
|image = [[File:Pf-lei-lei-vdash.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-vdash-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &lt;br /&gt;
|damage = &lt;br /&gt;
|stun = &lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 17&lt;br /&gt;
|recovery = 17&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Passthrough&#039;&#039;&#039; (Frame: 10~27)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 10~27)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 10~27)&lt;br /&gt;
* Throw Invul. (Frame: 10~27)&lt;br /&gt;
* Can link into itself without releasing inputs until the wall is reached&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 8P&lt;br /&gt;
|name = Pursuit Attack&lt;br /&gt;
|kana= 追い討ち攻撃&lt;br /&gt;
|romaji= 追い討ち攻撃&lt;br /&gt;
|altname =  Pursuit Attack&lt;br /&gt;
|image = [[File:Pf-lei-lei-pursuit.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-pursuit-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &lt;br /&gt;
|damage = 8&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = 4 &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 16 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 32 (effective)&lt;br /&gt;
|active = 6&lt;br /&gt;
|recovery = 33&lt;br /&gt;
|hit = +1&lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Can only hit Knocked Down opponents&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-rs.png|link=|bottom|S(x2)]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = S(x2)&lt;br /&gt;
|name = Easy Reversal&lt;br /&gt;
|kana= イージーリバーサル&lt;br /&gt;
|romaji= イージーリバーサル&lt;br /&gt;
|altname = Easy Reversal&lt;br /&gt;
|image = [[File:Pf-lei-lei-41236k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-41236k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 18&lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = -41&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw Invul. (Frame: ??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = K + S&lt;br /&gt;
|name = Item Toss&lt;br /&gt;
|kana= アイテム投げ&lt;br /&gt;
|romaji= アイテム投げ&lt;br /&gt;
|altname =  Item Toss&lt;br /&gt;
|image = [[File:Pf-lei-lei-toss.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-toss-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; Mid&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = &lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = -&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039; (Bomb)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unblockable&#039;&#039;&#039; (Frame: 9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 2 + K + S&lt;br /&gt;
|name = Item Set&lt;br /&gt;
|kana= アイテム置き&lt;br /&gt;
|romaji= アイテム置き&lt;br /&gt;
|altname =  Item Set&lt;br /&gt;
|image = [[File:Pf-lei-lei-set.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-set-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = &lt;br /&gt;
|stun = &lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 11&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 29 (from input)&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039; (Bomb)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Self Damage&#039;&#039;&#039;&lt;br /&gt;
* Bomb hits frame 327 (TODO: test other items)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = Guard Cancel&lt;br /&gt;
|kana= ガードキャンセル&lt;br /&gt;
|romaji= ガードキャンセル&lt;br /&gt;
|altname =  Guard Cancel&lt;br /&gt;
|image = [[File:Pf-lei-lei-gc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-gc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 1&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 10&lt;br /&gt;
|hit = +9&lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-4.png|link=|bottom|4]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 4S&lt;br /&gt;
|name = Guard Crush Counter&lt;br /&gt;
|kana= ガードクラッシュ返し&lt;br /&gt;
|romaji= ガードクラッシュ返し&lt;br /&gt;
|altname =  Guard Crush Counter&lt;br /&gt;
|image = [[File:Pf-lei-lei-counter.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-counter-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 12&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 0&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 10&lt;br /&gt;
|hit = +10&lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = P + K + S&lt;br /&gt;
|name = Mega Crush&lt;br /&gt;
|kana= メガクラッシュ&lt;br /&gt;
|romaji= メガクラッシュ&lt;br /&gt;
|altname =  Mega Crush&lt;br /&gt;
|image = [[File:Pf-lei-lei-mc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-mc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 1*4&lt;br /&gt;
|stun = 1*4&lt;br /&gt;
|meter = -∞&lt;br /&gt;
|gems = -∞&lt;br /&gt;
|startup = 2 + 0&lt;br /&gt;
|active = 4 (4) 4 (4) 4 (4) 2&lt;br /&gt;
|recovery = 29&lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
* 4 Hit (Might not get all hits)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = P + K + S&lt;br /&gt;
|name = Counter Crush&lt;br /&gt;
|kana= カウンタークラッシュ&lt;br /&gt;
|romaji= カウンタークラッシュ&lt;br /&gt;
|altname =  Counter Crush&lt;br /&gt;
|image = [[File:Pf-lei-lei-cc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-cc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 10&lt;br /&gt;
|meter = -∞&lt;br /&gt;
|gems = -∞&lt;br /&gt;
|startup = 2 + 0&lt;br /&gt;
|active = &lt;br /&gt;
|recovery = &lt;br /&gt;
|hit = &lt;br /&gt;
|block = &lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = Big Name&lt;br /&gt;
|romaji= Small Name&lt;br /&gt;
|altname = &lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* Flatten&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Cross Up Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw invul. (Frame: 2~??)&lt;br /&gt;
* 999 Hits&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* Infinite Horizontal Reach&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Chun-Li&amp;diff=2466</id>
		<title>Pocket Fighter/Chun-Li</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Chun-Li&amp;diff=2466"/>
		<updated>2022-03-24T16:48:58Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
[[File:Pf-chun-li-art3.jpg|thumb|Chun-Li attempting to exit this stupid game]]&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
{| class=&amp;quot;wikitable PFtable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;text-align:center; border: 0; width: 180px&amp;quot;| &amp;lt;div style=&amp;quot;margin-right: -20px&amp;quot;&amp;gt;[[File:Pf-chun-li2.gif]]&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.75em;background: #fff;border-radius: 5px;border: 1px solid #a2a9b1; width: 136px; margin: auto;&amp;quot;&amp;gt;ハッ！シッ！ファイヤ！&lt;br /&gt;
&lt;br /&gt;
ハッ！シッ！ファイヤ！&lt;br /&gt;
&lt;br /&gt;
発射！（アンッ!）&amp;lt;/div&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 10%&amp;quot; | Application&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 40%; min-width: 400px&amp;quot; | Notation&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Damage*&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; width: 40%; max-width: 400px&amp;quot; | Notes&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Demo&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;font-size:0.75em; border: 0;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Low Poke&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Works with other supers but you have to be closer.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Low Confirm&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Works with [[#Rinkaishou|Rinkaishou]] too.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Poke&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] ・ [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Your favorite combo. Makes a lot of gems. If you tap &#039;&#039;&#039;back&#039;&#039;&#039; during [[#Jill_Combo_B|Baiodan]], you can prevent [[#Jill_Combo_C|Baioshou]] from misfiring.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Poke&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] ・ [[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | When you have the meter, go for Super. Tap &#039;&#039;&#039;back&#039;&#039;&#039; during [[#Jill_Combo_B|Baiodan]] to avoid the embarassment of an impulsive [[#Confession_Combo_B|Shishunsou]].&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Setup Starter?&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Dir-4.png|link=|bottom|4]] + [[File:Pf-p.png|link=|bottom|P]] ・ [[File:Pf-rk.png|link=|bottom|K(x5)]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Reliable combo into [[#Hyakuretsukyaku|Hyakuretsukyaku]] but leaves you pretty far. Tapping &#039;&#039;&#039;back&#039;&#039;&#039; during [[#Jill_Combo_B|Baiodan]] is required for this to come out. I&#039;m not sure if you can get anything good after this. Corner Item Ball mixups? Taunt into delayed Item Ball Explosion?&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Random Confirm&lt;br /&gt;
| &amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;small&amp;gt;(LV.3)&amp;lt;/small&amp;gt;&amp;lt;big&amp;gt; [[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]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | Good to know. Probably not optimized. If you could combo into [[#Hyakuretsukyaku|Hyakuretsukyaku]] without getting pushed too far you might be able to pull off this link in a non-stupid scenario.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:0.75em; text-align: center; border: 0;&amp;quot; | &#039;&#039;&#039;Key:&#039;&#039;&#039; (&amp;lt;big&amp;gt;&#039;&#039;&#039;・&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Link / (&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Gatling / (&amp;lt;big&amp;gt;&#039;&#039;&#039;xx&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Cancel &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; (*All damage values vs. Lei-Lei)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;PFsidebar&amp;quot; style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;[[File:Pf-chun-li-move.png|center|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;PFportrait&amp;quot; style=&amp;quot;display:flex; overflow-x:hidden; justify-content: center; border: 1px solid #a2a9b1; border-radius: 5px; margin: 5px; position: relative&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;position:relative; z-index: 1; position: absolute; bottom: 0&amp;quot;&amp;gt;[[File:Pf-chun-li-hd1.png|none|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div class=&amp;quot;PFbg&amp;quot; style=&amp;quot;position:relative; z-index: -1&amp;quot;&amp;gt;[[File:Pf-stg-safuriru.gif|none|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Frame Data=&lt;br /&gt;
== Normals ==&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = 顎狙突拳&lt;br /&gt;
|kana = がくそとつけん&lt;br /&gt;
|romaji= Gakusototsuken&lt;br /&gt;
|altname = 5P&lt;br /&gt;
|image = [[File:Pf-chun-li-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 6&lt;br /&gt;
|stun = 2&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -2&lt;br /&gt;
|block = -3&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~9)&lt;br /&gt;
* Does not cause hitstop&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5K&lt;br /&gt;
|name = 高蹴打&lt;br /&gt;
|kana = こうしゅうだ&lt;br /&gt;
|romaji= Koushuuda&lt;br /&gt;
|altname = 5K&lt;br /&gt;
|image = [[File:Pf-chun-li-5k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 16&lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~11)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Crush ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5S&lt;br /&gt;
|name = 援杖撃&lt;br /&gt;
|kana = えんじょうげき&lt;br /&gt;
|romaji = Enjougeki&lt;br /&gt;
|altname = 5S&lt;br /&gt;
|image = [[File:Pf-chun-li-5s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 42~102&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 23&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2S&lt;br /&gt;
|name = 炎蛍打&lt;br /&gt;
|kana = ほっけいだ&lt;br /&gt;
|romaji= Hokkeida&lt;br /&gt;
|altname = 2S&lt;br /&gt;
|image = [[File:Pf-chun-li-2s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-2s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 42~102&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 29&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wallbounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Steal Blue Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = 煤雄炎&lt;br /&gt;
|kana = ばいおえん&lt;br /&gt;
|romaji= Baioen&lt;br /&gt;
|altname = 6S&lt;br /&gt;
|image = [[File:Pf-chun-li-6s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-6s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-6s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-6s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 37~97&lt;br /&gt;
|active = 1 + 3&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Yellow Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Air Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P&lt;br /&gt;
|name = 鶴嘴拳&lt;br /&gt;
|kana =　かくしけん&lt;br /&gt;
|romaji= Kakushiken&lt;br /&gt;
|altname = j.P&lt;br /&gt;
|image = [[File:Pf-chun-li-jp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-jp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 13&lt;br /&gt;
|stun = 2&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (max)&lt;br /&gt;
|block = +11 (max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Crossup Potential&#039;&#039;&#039;&lt;br /&gt;
* Throw invul. (Frame: 2~9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.K&lt;br /&gt;
|name = 鶴翼打&lt;br /&gt;
|kana = かくよくだ&lt;br /&gt;
|romaji = Kakuyokuda&lt;br /&gt;
|altname = j.K&lt;br /&gt;
|image = [[File:Pf-chun-li-jk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-jk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 15&lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (max)&lt;br /&gt;
|block = +11 (max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* Throw invul. (Frame: 2~10)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.2K&lt;br /&gt;
|name = 鷹爪脚&lt;br /&gt;
|kana = ようそうきゃく&lt;br /&gt;
|romaji= Yousoukyaku&lt;br /&gt;
|altname = j.2K&lt;br /&gt;
|image = [[File:Pf-chun-li-j2k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-j2k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 7&lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (max)&lt;br /&gt;
|block = +11 (max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Crossup Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Instant Overhead Potential&#039;&#039;&#039;&lt;br /&gt;
* Throw invul. (Frame: 2~7)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dash Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66P&lt;br /&gt;
|name = 虚蹴倒&lt;br /&gt;
|kana = こしゅうとう&lt;br /&gt;
|romaji= Koshuutou&lt;br /&gt;
|altname = Dash Punch&lt;br /&gt;
|image = [[File:Pf-chun-li-66p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-66p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 13&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 22&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -9&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~24)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66K&lt;br /&gt;
|name = 援踊襲&lt;br /&gt;
|kana = えんようしゅう&lt;br /&gt;
|romaji= Enyoushuu&lt;br /&gt;
|altname = Dash Kick&lt;br /&gt;
|image = [[File:Pf-chun-li-66k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-66k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 9&lt;br /&gt;
|stun = 7&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 18&lt;br /&gt;
|active = 9&lt;br /&gt;
|recovery = 24&lt;br /&gt;
|hit = -10&lt;br /&gt;
|block = -11&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Crossup Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw invul. (Frame: 2~26)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = P + K&lt;br /&gt;
|name = 虎襲倒&lt;br /&gt;
|kana = こしゅうとう&lt;br /&gt;
|romaji= Koshuutou&lt;br /&gt;
|altname = Throw&lt;br /&gt;
|image = [[File:Pf-chun-li-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 18&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = 2&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P + j.K&lt;br /&gt;
|name = 踏落倒&lt;br /&gt;
|kana = とうらくとう&lt;br /&gt;
|romaji= Tourakutou&lt;br /&gt;
|altname = Air Throw&lt;br /&gt;
|image = [[File:Pf-chun-li-airthrow.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-airthrow-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 20&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 63214 + P + K&lt;br /&gt;
|name = 星光魚&lt;br /&gt;
|kana = せいこうぎょ&lt;br /&gt;
|romaji= Seikougyo&lt;br /&gt;
|altname = Seikougyo&lt;br /&gt;
|image = [[File:Pf-chun-li-throw-63214.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-throw-63214-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 20&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 41236 + P + K&lt;br /&gt;
|name = 思春想&lt;br /&gt;
|kana = ししゅんそう&lt;br /&gt;
|romaji= Shishunsou&lt;br /&gt;
|altname = Shishunsou&lt;br /&gt;
|image = [[File:Pf-chun-li-throw-41236.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-throw-41236-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 22&lt;br /&gt;
|stun = 7&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 49~81&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 41&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2P&lt;br /&gt;
|name = 猛蛇突&lt;br /&gt;
|kana = もうじゃとつ&lt;br /&gt;
|romaji= Moujatotsu&lt;br /&gt;
|altname = 2P&lt;br /&gt;
|image = [[File:Pf-chun-li-2p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-2p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 1&lt;br /&gt;
|meter = 2&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 6&lt;br /&gt;
|hit = +4&lt;br /&gt;
|block = +3&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~8)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2K&lt;br /&gt;
|name = 低蹴打&lt;br /&gt;
|kana = ていしゅうだ&lt;br /&gt;
|romaji= Teishuuda&lt;br /&gt;
|altname = 2K&lt;br /&gt;
|image = [[File:Pf-chun-li-2k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-2k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 9&lt;br /&gt;
|stun = 2&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 11&lt;br /&gt;
|hit = +1&lt;br /&gt;
|block = 0&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~9)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3P&lt;br /&gt;
|name = 天空脚&lt;br /&gt;
|kana = てんくうきゃく&lt;br /&gt;
|romaji= Tenkuukyaku&lt;br /&gt;
|altname = 3P&lt;br /&gt;
|image = [[File:Pf-chun-li-3p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-3p-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-3p.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-3p-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 15, 13&lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 2 + 2&lt;br /&gt;
|recovery = 25&lt;br /&gt;
|hit = -2&lt;br /&gt;
|block = -3&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~13)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3K&lt;br /&gt;
|name = 元伝暗殺蹴&lt;br /&gt;
|kana = げんでんあんさつしゅう&lt;br /&gt;
|romaji= Genden Ansatsushuu&lt;br /&gt;
|altname = 3K&lt;br /&gt;
|image = [[File:Pf-chun-li-3k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-3k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = 16&lt;br /&gt;
|stun = 7&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 26&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -15&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~12)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 6K&lt;br /&gt;
|name = 中段蹴&lt;br /&gt;
|kana = ちゅうだんしゅう&lt;br /&gt;
|romaji= Chuudanshuu&lt;br /&gt;
|altname = 6K&lt;br /&gt;
|image = [[File:Pf-chun-li-6k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-6k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 16&lt;br /&gt;
|stun = 5&lt;br /&gt;
|meter = 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 19&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* Throw Invul. (Frame: 2~15)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flash Combo ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = P &amp;gt; P&lt;br /&gt;
|name = 煤雄斬&lt;br /&gt;
|kana = ばいおざん&lt;br /&gt;
|romaji= Baiozan&lt;br /&gt;
|altname = Jill Combo A&lt;br /&gt;
|image = [[File:Pf-chun-li-5pp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5pp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 8&lt;br /&gt;
|stun = 2&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 23&lt;br /&gt;
|hit = -9&lt;br /&gt;
|block = -10&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Does not cause hitstop&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 煤雄弾&lt;br /&gt;
|kana = ばいおだん&lt;br /&gt;
|romaji= Baiodan&lt;br /&gt;
|altname = Jill Combo B&lt;br /&gt;
|image = [[File:Pf-chun-li-5ppp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5ppp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 2 + 2 + 6&lt;br /&gt;
|stun = 1 + 1 + 1&lt;br /&gt;
|meter = 0 + 0 + 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 4 (4) 4 (4) 4&lt;br /&gt;
|recovery = 13&lt;br /&gt;
|hit = +8&lt;br /&gt;
|block = +7&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* Does not cause hitstop&lt;br /&gt;
* 3 Hits&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 煤雄衝&lt;br /&gt;
|kana = ばいおしょう&lt;br /&gt;
|romaji= Baioshou&lt;br /&gt;
|altname = Jill Combo C&lt;br /&gt;
|image = [[File:Pf-chun-li-5pppp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5pppp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 12&lt;br /&gt;
|stun = 7&lt;br /&gt;
|meter = 6&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 22&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 30&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -11&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wallbounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; K&lt;br /&gt;
|name = 早春波&lt;br /&gt;
|kana = そうしゅんは&lt;br /&gt;
|romaji= Soushunha&lt;br /&gt;
|altname = Confession Combo A&lt;br /&gt;
|image = [[File:Pf-chun-li-5ppk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5ppk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 10&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 14&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 25&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch  (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = P &amp;gt; P &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 思春想&lt;br /&gt;
|kana = ししゅんそう&lt;br /&gt;
|romaji= Shishunsou&lt;br /&gt;
|altname = Confession Combo B&lt;br /&gt;
|image = [[File:Pf-chun-li-5ppkk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5ppkk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = 20&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 49~81&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 42&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K&lt;br /&gt;
|name = 垂直打&lt;br /&gt;
|kana = すいちょくだ&lt;br /&gt;
|romaji= Suichokuda&lt;br /&gt;
|altname = June Combo A&lt;br /&gt;
|image = [[File:Pf-chun-li-5pk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5pk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 8&lt;br /&gt;
|stun = 2&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 25&lt;br /&gt;
|hit = -10&lt;br /&gt;
|block = -11&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 鈴鳴拳&lt;br /&gt;
|kana = りんめいけん&lt;br /&gt;
|romaji= Rinmeiken&lt;br /&gt;
|altname = June Combo B&lt;br /&gt;
|image = [[File:Pf-chun-li-5pkk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5pkk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 10&lt;br /&gt;
|stun = 3&lt;br /&gt;
|meter = 5&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 27&lt;br /&gt;
|hit = -5&lt;br /&gt;
|block = -6&lt;br /&gt;
|effects= &lt;br /&gt;
* Juggle (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Flash Combo Cancel&#039;&#039;&#039; (Frame: ??)&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; K &amp;gt; K&lt;br /&gt;
|name = 星光魚&lt;br /&gt;
|kana = せいこうぎょ&lt;br /&gt;
|romaji= Seikougyo&lt;br /&gt;
|altname = June Combo C&lt;br /&gt;
|image = [[File:Pf-chun-li-5pkkk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5pkkk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 12&lt;br /&gt;
|stun = 7&lt;br /&gt;
|meter = 6&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 20&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 26&lt;br /&gt;
|hit = &lt;br /&gt;
|block = -3&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; P&lt;br /&gt;
|name = 援踊脚&lt;br /&gt;
|kana = えんようきゃく&lt;br /&gt;
|romaji= Enyoukyaku&lt;br /&gt;
|altname = Cheer Combo A&lt;br /&gt;
|image = [[File:Pf-chun-li-5pkp-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5pkp-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-5pkp-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-5pkp-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = 5 + 7&lt;br /&gt;
|stun = 2 + 1&lt;br /&gt;
|meter = 2 + 3&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 24&lt;br /&gt;
|active = 2 + 2&lt;br /&gt;
|recovery = 29&lt;br /&gt;
|hit = -7&lt;br /&gt;
|block = -8&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* 2 Hits&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Pf-p.png|link=|bottom|P]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-k.png|link=|bottom|K]] &amp;gt; [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|notation = P &amp;gt; K &amp;gt; P &amp;gt; P&lt;br /&gt;
|name = 援杖撃&lt;br /&gt;
|kana = えんじょうげき&lt;br /&gt;
|romaji= Enjougeki&lt;br /&gt;
|altname = Cheer Combo B&lt;br /&gt;
|image = [[File:Pf-chun-li-5pkpp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-5pkpp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 17 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 22 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 27&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 43~103&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 24&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Steal Red Gems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039; (Charge LV.3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* Cannot be counter hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = 41236 + P&lt;br /&gt;
|name = 気功拳&lt;br /&gt;
|kana = きこうけん&lt;br /&gt;
|romaji= Kikouken&lt;br /&gt;
|altname = Kikouken&lt;br /&gt;
|image = [[File:Pf-chun-li-kikouken.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-kikouken-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 15 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 6&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = Red&lt;br /&gt;
|startup = 15&lt;br /&gt;
|active = -&lt;br /&gt;
|recovery = 35&lt;br /&gt;
|hit = -12&lt;br /&gt;
|block = -13&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* Throw invul. (Frame: 2~51)&lt;br /&gt;
* &#039;&#039;&#039;Damage bonus&#039;&#039;&#039; (Frame: 15)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = 623 + K&lt;br /&gt;
|name = 飛翔脚&lt;br /&gt;
|kana = ひしょうきゃく&lt;br /&gt;
|romaji= Hishoukyaku&lt;br /&gt;
|altname = Hishoukyaku&lt;br /&gt;
|image = [[File:Pf-chun-li-hishoukyaku-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-hishoukyaku-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-hishoukyaku-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-hishoukyaku-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 15, 8&lt;br /&gt;
|stun = 4, 1&lt;br /&gt;
|meter = 4, 2&lt;br /&gt;
|gems = Yellow&lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 4 + 4&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -14&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile invul.&#039;&#039;&#039; (Frame: 2~5)&lt;br /&gt;
* &#039;&#039;&#039;Strike invul.&#039;&#039;&#039; (Frame: 2~5)&lt;br /&gt;
* &#039;&#039;&#039;Upper Body invul.&#039;&#039;&#039; (Frame: 6~9)&lt;br /&gt;
* Throw invul. (Frame: 2~42)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-rk.png|link=|bottom|K(x5)]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = K(x5)&lt;br /&gt;
|name = 百裂脚&lt;br /&gt;
|kana = ひゃくれつきゃく&lt;br /&gt;
|romaji= Hyakuretsukyaku&lt;br /&gt;
|altname = Hyakuretsukyaku&lt;br /&gt;
|image = [[File:Pf-chun-li-hyakuretsukyaku-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-hyakuretsukyaku-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-hyakuretsukyaku-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-hyakuretsukyaku-b-hb.png|bottom|372px]]&lt;br /&gt;
|image3 = [[File:Pf-chun-li-hyakuretsukyaku-c.png|bottom|372px]]&lt;br /&gt;
|hitbox3 = [[File:Pf-chun-li-hyakuretsukyaku-c-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 3*3&lt;br /&gt;
|stun = 1*3&lt;br /&gt;
|meter = 4, 2, 1&lt;br /&gt;
|gems = Blue&lt;br /&gt;
|startup = 4&lt;br /&gt;
|active = 4 (4) 4 (4) 4&lt;br /&gt;
|recovery = 1&lt;br /&gt;
|hit =  -7 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; +1 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; +9&lt;br /&gt;
|block = -8 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; ±0 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; +8&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* 3 Hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = 41236 + K&lt;br /&gt;
|name = Spinning Bird Kick&lt;br /&gt;
|kana = スピニングバードキック&lt;br /&gt;
|romaji= スピニングバードキック&lt;br /&gt;
|altname = Spinning Bird Kick&lt;br /&gt;
|image = [[File:Pf-chun-li-sbk-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-sbk-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-sbk-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-sbk-b-hb.png|bottom|372px]]&lt;br /&gt;
|image3 = [[File:Pf-chun-li-sbk-c.png|bottom|372px]]&lt;br /&gt;
|hitbox3 = [[File:Pf-chun-li-sbk-c-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 8 + 5 + 5&lt;br /&gt;
|stun = 1 + 2 + 2&lt;br /&gt;
|meter = 2 + 1 + 1&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 14&lt;br /&gt;
|active = 3 (9) 3 (6) 3&lt;br /&gt;
|recovery = 30&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -11&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039; (Hit 3)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* 3 Hit&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mighty Combo ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Dir-236.png|link=|bottom|236]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 236236 + P&lt;br /&gt;
|name = 気功掌&lt;br /&gt;
|kana = きこうしょう&lt;br /&gt;
|romaji= Kikoushou&lt;br /&gt;
|altname = Kikoushou&lt;br /&gt;
|image = [[File:Pf-chun-li-kikoushou-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-kikoushou-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-kikoushou-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-kikoushou-b-hb.png|bottom|372px]]&lt;br /&gt;
|image3 = [[File:Pf-chun-li-kikoushou-c.png|bottom|372px]]&lt;br /&gt;
|hitbox3 = [[File:Pf-chun-li-kikoushou-c-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 4 + 6 + 4*8&lt;br /&gt;
|stun = 2 + 1*9&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = 2 + 2 + 16&lt;br /&gt;
|recovery = 52&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -32&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-236.png|link=|bottom|236]] [[File:Dir-23.png|link=|bottom|23]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput = [[File:Dir-623.png|link=|bottom|623]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 23623 + K&lt;br /&gt;
|name = 覇山飛翔脚&lt;br /&gt;
|kana = はざんひしょうきゃく&lt;br /&gt;
|romaji= Hazan Hishoukyaku&lt;br /&gt;
|altname = Hazan Hishoukyaku&lt;br /&gt;
|image = [[File:Pf-chun-li-hazan-hishoukyaku-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-hazan-hishoukyaku-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-hazan-hishoukyaku-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-hazan-hishoukyaku-b-hb.png|bottom|372px]]&lt;br /&gt;
|image3 = [[File:Pf-chun-li-hazan-hishoukyaku-c.png|bottom|372px]]&lt;br /&gt;
|hitbox3 = [[File:Pf-chun-li-hazan-hishoukyaku-c-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 14 + 12 + 5*5&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ??&lt;br /&gt;
|block = ??&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-63214.png|link=|bottom|63214]] [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 632141236+ P&lt;br /&gt;
|name = 輪海嘯&lt;br /&gt;
|kana = りんかいしょう&lt;br /&gt;
|romaji= Rinkaishou&lt;br /&gt;
|altname = Rinkaishou&lt;br /&gt;
|image = [[File:Pf-chun-li-rinkaishou-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-rinkaishou-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-rinkaishou-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-rinkaishou-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = 96&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ??&lt;br /&gt;
|block = ??&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Dizzy&#039;&#039;&#039; (Podium vs Grounded)&lt;br /&gt;
* Launch (Podium vs Airborne)&lt;br /&gt;
* &#039;&#039;&#039;Flatten&#039;&#039;&#039; (Bicyclists vs Grounded)&lt;br /&gt;
* Launch (Bicyclists vs Airborne, Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
* 10 Hit&lt;br /&gt;
* Receives grounded hitstun when attacked on the podium&lt;br /&gt;
* Bicyclists do not hit opponent if Chun-Li takes damage&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-start.png|link=|bottom|Taunt]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = Taunt&lt;br /&gt;
|name = ごめんネ！&lt;br /&gt;
|kana = ごめんね&lt;br /&gt;
|romaji= Gomen ne!&lt;br /&gt;
|altname = Taunt&lt;br /&gt;
|image = [[File:Pf-chun-li-taunt.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-taunt-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 1&lt;br /&gt;
|stun = 1&lt;br /&gt;
|meter = 0&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ??&lt;br /&gt;
|block = ??&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Unaffected by Guts Scaling&#039;&#039;&#039;&lt;br /&gt;
* 16 use limit per match&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-9.png|link=|bottom|9]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 9&lt;br /&gt;
|name = Wall Jump&lt;br /&gt;
|kana = 三角跳び&lt;br /&gt;
|romaji= 三角跳び&lt;br /&gt;
|altname = Wall Jump&lt;br /&gt;
|image = [[File:Pf-chun-li-walljump.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-walljump-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = -&lt;br /&gt;
|damage = -&lt;br /&gt;
|stun = -&lt;br /&gt;
|meter = -&lt;br /&gt;
|gems = -&lt;br /&gt;
|startup = 1&lt;br /&gt;
|active = -&lt;br /&gt;
|recovery = 4&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* Additional actions possible from Frame 5&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput = [[File:Dir-8.png|link=|bottom|8]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|notation = 8P&lt;br /&gt;
|name = Pursuit Attack&lt;br /&gt;
|kana = 追い討ち攻撃&lt;br /&gt;
|romaji= 追い討ち攻撃&lt;br /&gt;
|altname = Pursuit Attack&lt;br /&gt;
|image = [[File:Pf-chun-li-pursuit.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-pursuit-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = -&lt;br /&gt;
|damage = 12&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ??&lt;br /&gt;
|block = ??&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Can only hit Knocked Down opponents&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Passthrough&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-rs.png|link=|bottom|S(x2)]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = S(x2)&lt;br /&gt;
|name = Easy Reversal&lt;br /&gt;
|kana = イージーリバーサル&lt;br /&gt;
|romaji= イージーリバーサル&lt;br /&gt;
|altname = Easy Reversal&lt;br /&gt;
|image = [[File:Pf-chun-li-reversal-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-reversal-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-chun-li-reversal-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-chun-li-reversal-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = 15, 6&lt;br /&gt;
|stun = 8&lt;br /&gt;
|meter = 4&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 4 + 4&lt;br /&gt;
|recovery = 24 &lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -10&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Throw invul. (Frame: 1~39)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = K + S&lt;br /&gt;
|name = Item Toss&lt;br /&gt;
|kana= アイテム投げ&lt;br /&gt;
|romaji= アイテム投げ&lt;br /&gt;
|altname =  Item Toss&lt;br /&gt;
|image = [[File:Pf-chun-li-toss.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-toss-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = -&lt;br /&gt;
|recovery = 19 &lt;br /&gt;
|hit = -&lt;br /&gt;
|block = +4&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; (Ice)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|notation = 2 + K + S&lt;br /&gt;
|name = Item Set&lt;br /&gt;
|kana= アイテム置き&lt;br /&gt;
|romaji= アイテム置き&lt;br /&gt;
|altname =  Item Set&lt;br /&gt;
|image = [[File:Pf-chun-li-set.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-set-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = &lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 13&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = 18&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects = &lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; (Ice)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kara Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Self Damage&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = 6P&lt;br /&gt;
|name = Guard Cancel&lt;br /&gt;
|kana = ガードキャンセル&lt;br /&gt;
|romaji= ガードキャンセル&lt;br /&gt;
|altname = Guard Cancel&lt;br /&gt;
|image = [[File:Pf-chun-li-gc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-gc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 0&lt;br /&gt;
|meter = -100&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ??&lt;br /&gt;
|block = ??&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-4.png|link=|bottom|4]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = 4P&lt;br /&gt;
|name = Guard Crush Counter&lt;br /&gt;
|kana = ガードクラッシュ返し&lt;br /&gt;
|romaji= ガードクラッシュ返し&lt;br /&gt;
|altname = Guard Crush Counter&lt;br /&gt;
|image = [[File:Pf-chun-li-counter.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-counter-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 12&lt;br /&gt;
|stun = 4&lt;br /&gt;
|meter = 0&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ??&lt;br /&gt;
|block = ??&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input =  [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P+K+S&lt;br /&gt;
|name = Mega Crush&lt;br /&gt;
|kana = メガクラッシュ&lt;br /&gt;
|romaji= メガクラッシュ&lt;br /&gt;
|altname = Mega Crush&lt;br /&gt;
|image = [[File:Pf-chun-li-mc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-mc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 1*4&lt;br /&gt;
|stun = 1*4&lt;br /&gt;
|meter = -∞&lt;br /&gt;
|gems = -∞&lt;br /&gt;
|startup = 2 + 0&lt;br /&gt;
|active = 4 (4) 4 (4) 4 (4) 2&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ??&lt;br /&gt;
|block = ??&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* Super Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Throw Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* 4 Hit (Might not get all hits)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|altinput = &lt;br /&gt;
|notation = P+K+S&lt;br /&gt;
|name = Counter Crush&lt;br /&gt;
|kana = カウンタークラッシュ&lt;br /&gt;
|romaji= カウンタークラッシュ&lt;br /&gt;
|altname = Counter Crush&lt;br /&gt;
|image = [[File:Pf-chun-li-cc.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-chun-li-cc-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = 4&lt;br /&gt;
|stun = 10&lt;br /&gt;
|meter = -∞&lt;br /&gt;
|gems = -∞&lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ??&lt;br /&gt;
|block = ??&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Super Freeze&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: 2~??)&lt;br /&gt;
* Throw Invul. (Frame: 2~??)&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = Big Name&lt;br /&gt;
|romaji= Small Name&lt;br /&gt;
|altname = &lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = 0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* Launch&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* Flatten&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Cross Up Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw invul. (Frame: 2~??)&lt;br /&gt;
* 999 Hits&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* Infinite Horizontal Reach&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
	<entry>
		<id>https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Dan&amp;diff=2465</id>
		<title>Pocket Fighter/Dan</title>
		<link rel="alternate" type="text/html" href="https://fightanvidya.com/wiki/index.php?title=Pocket_Fighter/Dan&amp;diff=2465"/>
		<updated>2022-03-24T09:07:09Z</updated>

		<summary type="html">&lt;p&gt;4a4a: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap-reverse; flex-direction: row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;display: flex; flex-direction: column; flex:9; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
{| class=&amp;quot;wikitable PFtable&amp;quot; style=&amp;quot;text-align:left; border-collapse:collapse&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;text-align:center; border: 0; width: 180px&amp;quot;| &amp;lt;div&amp;gt;[[File:Pf-dan2.gif]]&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.75em;background: #fff;border-radius: 5px;border: 1px solid #a2a9b1&amp;quot;&amp;gt;Hello&amp;lt;/div&amp;gt;&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 10%&amp;quot; | Application&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 40%; min-width: 350px&amp;quot; | Notation&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Damage*&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; width: 40%; max-width: 400px&amp;quot; | Notes&lt;br /&gt;
! style=&amp;quot;font-size:0.75em; border: 0; max-width: 5%&amp;quot; | Demo&lt;br /&gt;
! rowspan=&amp;quot;100&amp;quot; style=&amp;quot;font-size:0.75em; border: 0;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Poke&lt;br /&gt;
| style=&amp;quot;padding-right: 40px;&amp;quot; | &amp;lt;big&amp;gt;&#039;&#039;&#039;[[File:Pf-p.png|link=|bottom|P]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ??&lt;br /&gt;
| style=&amp;quot;font-size:0.75em&amp;quot; | A combo. It does damage.&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &amp;lt;span class=&amp;quot;outbound&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:0.75em; text-align: center; border: 0;&amp;quot; | &#039;&#039;&#039;Key:&#039;&#039;&#039; (&amp;lt;big&amp;gt;&#039;&#039;&#039;・&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Link / (&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Gatling / (&amp;lt;big&amp;gt;&#039;&#039;&#039;xx&#039;&#039;&#039;&amp;lt;/big&amp;gt;) = Cancel &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; (*All damage values vs. Lei-Lei)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;PFsidebar&amp;quot; style=&amp;quot;display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;PFportrait&amp;quot; style=&amp;quot;display:flex; overflow-x:hidden; justify-content: center; border: 1px solid #a2a9b1; border-radius: 5px; margin: 5px; position: relative&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;div style=&amp;quot;position:relative; z-index: 1; position: absolute; bottom: 0&amp;quot;&amp;gt;[[File:Pf-dan-hd1.png|none|280px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;div class=&amp;quot;PFbg&amp;quot; style=&amp;quot;position:relative; z-index: -1&amp;quot;&amp;gt;[[File:Pf-stg-daihanjou.gif|none|]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;display:flex;flex-direction: column; margin: 5px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Frame Data=&lt;br /&gt;
== Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = みぞおちパンチ&lt;br /&gt;
|kana = みぞおちパンチ&lt;br /&gt;
|romaji= Mizoochi Punch&lt;br /&gt;
|altname = 5P&lt;br /&gt;
|image = [[File:Pf-dan-5p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-5p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 18&lt;br /&gt;
|hit = -4&lt;br /&gt;
|block = -5&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5K&lt;br /&gt;
|name = 我道蹴り&lt;br /&gt;
|kana = がどうげり&lt;br /&gt;
|romaji= Gadougeri&lt;br /&gt;
|altname = 5K&lt;br /&gt;
|image = [[File:Pf-dan-5k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-5k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 29&lt;br /&gt;
|hit = -9&lt;br /&gt;
|block = -10&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guard Crush ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 5S&lt;br /&gt;
|name = 放蕩斬&lt;br /&gt;
|kana = ほうとうざん&lt;br /&gt;
|romaji= Houtouzan&lt;br /&gt;
|altname = 5S&lt;br /&gt;
|image = [[File:Pf-dan-5s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-5s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 40~100&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 22&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2S&lt;br /&gt;
|name = 破天衝&lt;br /&gt;
|kana = はてんしょう&lt;br /&gt;
|romaji= Hatenshou&lt;br /&gt;
|altname = 2S&lt;br /&gt;
|image = [[File:Pf-dan-2s-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-2s-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-dan-2s-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-dan-2s-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 47~107&lt;br /&gt;
|active = 2 + 2&lt;br /&gt;
|recovery = 34&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-s.png|link=|bottom|S]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 6S&lt;br /&gt;
|name = 道交法鬼&lt;br /&gt;
|kana = どうこうほうき&lt;br /&gt;
|romaji= Doukouhouki&lt;br /&gt;
|altname = 6S&lt;br /&gt;
|image = [[File:Pf-dan-6s.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-6s-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Crush&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 38~98&lt;br /&gt;
|active = 4&lt;br /&gt;
|recovery = 33&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Air Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P&lt;br /&gt;
|name = ジャンプ掌低&lt;br /&gt;
|kana = ジャンプしょうてい&lt;br /&gt;
|romaji= Jump Shoutei&lt;br /&gt;
|altname = j.P&lt;br /&gt;
|image = [[File:Pf-dan-jp.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-jp-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 9&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (Max)&lt;br /&gt;
|block = +11 (Max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.K&lt;br /&gt;
|name = 跳び足刀&lt;br /&gt;
|kana = とびそくとう&lt;br /&gt;
|romaji= Tobisokutou&lt;br /&gt;
|altname = j.K&lt;br /&gt;
|image = [[File:Pf-dan-jk.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-jk-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 10&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = +12 (Max)&lt;br /&gt;
|block = +11 (Max)&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dash Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66P&lt;br /&gt;
|name = サイキョーローリング&lt;br /&gt;
|kana = サイキョーローリング&lt;br /&gt;
|romaji= Saikyō Rolling&lt;br /&gt;
|altname = Dash Punch&lt;br /&gt;
|image = [[File:Pf-dan-66p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-66p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 34&lt;br /&gt;
|active = 30&lt;br /&gt;
|recovery = 44&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Self Pseudo Knockdown&#039;&#039;&#039; (Block)&lt;br /&gt;
|notes = &lt;br /&gt;
* Dan enters a Pseudo Knockdown state on block. Cannot use Easy Reversal, Roll, or enable Pursuit Attacks, but can be hit off the ground by other attacks that hit low enough.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-6.png|link=|bottom|6]] [[File:Dir-6.png|link=|bottom|6]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 66K&lt;br /&gt;
|name = 跳びヒザ蹴り&lt;br /&gt;
|kana = とびひざげり&lt;br /&gt;
|romaji= Tobihizageri&lt;br /&gt;
|altname = Dash Kick&lt;br /&gt;
|image = [[File:Pf-dan-66k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-66k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 18&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 32&lt;br /&gt;
|hit = -11&lt;br /&gt;
|block = -12&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* Hits high but whiffs on most crouching characters.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Throws ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = P + K&lt;br /&gt;
|name = サイキョー背負い投げ&lt;br /&gt;
|kana = さいきょーせおいなげ&lt;br /&gt;
|romaji= Saikyō Seoinage&lt;br /&gt;
|altname = Throw&lt;br /&gt;
|image = [[File:Pf-dan-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 24&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Pf-jp.png|link=|bottom|j.P]] + [[File:Pf-jk.png|link=|bottom|j.K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = j.P + j.K&lt;br /&gt;
|name = サイキョー地獄風車&lt;br /&gt;
|kana = さいきょーじごくふうしゃ&lt;br /&gt;
|romaji= Saikyō Jigoku Fuusha&lt;br /&gt;
|altname = Air Throw&lt;br /&gt;
|image = [[File:Pf-dan-airthrow.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-airthrow-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 6&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = -&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-421.png|link=|bottom|421]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 421 + P + K&lt;br /&gt;
|name = 巴投げ&lt;br /&gt;
|kana = ともえなげ&lt;br /&gt;
|romaji= Tomoenage&lt;br /&gt;
|altname = Tomoenage&lt;br /&gt;
|image = [[File:Pf-dan-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 24&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-63214.png|link=|bottom|63214]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 63214 + P + K&lt;br /&gt;
|name = サイキョー巴投げ&lt;br /&gt;
|kana = さいきょーともえなげ&lt;br /&gt;
|romaji= Saikyō Tomoenage&lt;br /&gt;
|altname = Saikyō Tomoenage&lt;br /&gt;
|image = [[File:Pf-dan-throw.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-throw-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 5&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 24&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-41236.png|link=|bottom|41236]] + [[File:Pf-p.png|link=|bottom|P]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 41236 + P + K&lt;br /&gt;
|name = 一世一代漢道&lt;br /&gt;
|kana = いっせいちだいおとこみち&lt;br /&gt;
|romaji= Isseichidai Otokomichi&lt;br /&gt;
|altname = Isseichidai Otokomichi&lt;br /&gt;
|image = [[File:Pf-dan-throw-41236.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-throw-41236-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = &lt;br /&gt;
|startup = 29~89&lt;br /&gt;
|active = 1&lt;br /&gt;
|recovery = 24&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Normals ==&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2P&lt;br /&gt;
|name = しゃがみ掌低&lt;br /&gt;
|kana = しゃがみしょうてい&lt;br /&gt;
|romaji= Shagami Shoutei&lt;br /&gt;
|altname = 2P&lt;br /&gt;
|image = [[File:Pf-dan-2p.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-2p-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 7&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 16&lt;br /&gt;
|hit = +5&lt;br /&gt;
|block = +4&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-2.png|link=|bottom|2]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 2K&lt;br /&gt;
|name = かかとキック&lt;br /&gt;
|kana = かかとキック&lt;br /&gt;
|romaji= Kakato Kick&lt;br /&gt;
|altname = 2K&lt;br /&gt;
|image = [[File:Pf-dan-2k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-2k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 8&lt;br /&gt;
|active = 3&lt;br /&gt;
|recovery = 18&lt;br /&gt;
|hit = -7&lt;br /&gt;
|block = -8&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-p.png|link=|bottom|P]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3P&lt;br /&gt;
|name = 号泣アッパー&lt;br /&gt;
|kana = ごうきゅうアッパー&lt;br /&gt;
|romaji= Goukyuu Upper&lt;br /&gt;
|altname = 3P&lt;br /&gt;
|image = [[File:Pf-dan-3p-a.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-3p-a-hb.png|bottom|372px]]&lt;br /&gt;
|image2 = [[File:Pf-dan-3p-b.png|bottom|372px]]&lt;br /&gt;
|hitbox2 = [[File:Pf-dan-3p-b-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 11&lt;br /&gt;
|active = 3 + 4&lt;br /&gt;
|recovery = 28&lt;br /&gt;
|hit = -12&lt;br /&gt;
|block = -13&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MoveData&lt;br /&gt;
|input = [[File:Dir-3.png|link=|bottom|3]] + [[File:Pf-k.png|link=|bottom|K]]&lt;br /&gt;
|altinput =&lt;br /&gt;
|notation = 3K&lt;br /&gt;
|name = 足払い&lt;br /&gt;
|kana = あしばらい&lt;br /&gt;
|romaji= Ashibarai&lt;br /&gt;
|altname = 3K&lt;br /&gt;
|image = [[File:Pf-dan-3k.png|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-dan-3k-hb.png|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = &#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = 12&lt;br /&gt;
|active = 2&lt;br /&gt;
|recovery = 37&lt;br /&gt;
|hit = -&lt;br /&gt;
|block = -24&lt;br /&gt;
|effects= &lt;br /&gt;
|notes = &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flash Combo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mighty Combo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;&lt;br /&gt;
{{MoveData&lt;br /&gt;
|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]]&lt;br /&gt;
|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]]&lt;br /&gt;
|notation = 5P&lt;br /&gt;
|name = Big Name&lt;br /&gt;
|romaji= Small Name&lt;br /&gt;
|altname = &lt;br /&gt;
|image = [[File:Pf-lei-lei-5p.png|link=|bottom|372px]]&lt;br /&gt;
|hitbox = [[File:Pf-lei-lei-5p-hb.png|link=|bottom|372px]]&lt;br /&gt;
|data = {{PFData&lt;br /&gt;
|guard = Mid&lt;br /&gt;
|damage = ??&lt;br /&gt;
|stun = ??&lt;br /&gt;
|meter = ??&lt;br /&gt;
|gems = ??&lt;br /&gt;
|startup = ??&lt;br /&gt;
|active = ??&lt;br /&gt;
|recovery = ??&lt;br /&gt;
|hit = ±0&lt;br /&gt;
|block = -1&lt;br /&gt;
|effects= &lt;br /&gt;
* Launch (Counter Hit)&lt;br /&gt;
* Launch&lt;br /&gt;
* &#039;&#039;&#039;Juggle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
* Wall Bounce (Counter Hit)&lt;br /&gt;
* Earth Orbit (Max Stun Counter Hit)&lt;br /&gt;
* Flatten&lt;br /&gt;
* &#039;&#039;&#039;Treasure Chest&#039;&#039;&#039;&lt;br /&gt;
|notes = &lt;br /&gt;
* &#039;&#039;&#039;Chargeable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Untechable Throw&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moves Forward&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must block before super flash&#039;&#039;&#039;&lt;br /&gt;
* Air Unblockable&lt;br /&gt;
* &#039;&#039;&#039;Cross Up Potential&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Normal Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taunt Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Special Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Super Cancel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* &#039;&#039;&#039;Strike Invul.&#039;&#039;&#039; (Frame: ??~??)&lt;br /&gt;
* Throw invul. (Frame: 2~??)&lt;br /&gt;
* 999 Hits&lt;br /&gt;
* Longer recovery animation on whiff&lt;br /&gt;
* Infinite Horizontal Reach&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>4a4a</name></author>
	</entry>
</feed>