| style="font-size:0.75em" | 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]].
| style="font-size:0.75em" | 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]].
| style="font-size:0.75em" | [[#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.
| style="font-size:0.75em" | [[#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.
| style="text-align: center" | -
| style="text-align: center" | -
Line 29:
Line 29:
| Buffer / Mixup
| Buffer / Mixup
| <big>'''[[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]]'''</big>
| <big>'''[[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]]'''</big>
| style="text-align: center" | 33
| style="text-align: center" | 35
| style="font-size:0.75em" | 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]]).
| style="font-size:0.75em" | 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]]).
| style="text-align: center" | -
| style="text-align: center" | -
Line 35:
Line 35:
| Mixup
| Mixup
| <big>'''[[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]]'''</big>
| <big>'''[[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]]'''</big>
| style="text-align: center" | 45
| style="text-align: center" | 48
| style="font-size:0.75em" | 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.
| style="font-size:0.75em" | 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.
| style="text-align: center" | -
| style="text-align: center" | -
Line 42:
Line 42:
| <small>(''Immediately after Block Stop'')</small>
| <small>(''Immediately after Block Stop'')</small>
| style="font-size:0.75em" | Link from [[#Guard_Cancel|Guard Cancel]]. Whiffs on airborne and counterhit. Also works from [[#Guard_Crush_Counter|Guard Crush Counter]].
| style="font-size:0.75em" | Link from [[#Guard_Cancel|Guard Cancel]]. Whiffs on airborne and counterhit. Also works from [[#Guard_Crush_Counter|Guard Crush Counter]].
| style="text-align: center" | -
| style="text-align: center" | -
Line 112:
Line 112:
|active = 4
|active = 4
|recovery = 10
|recovery = 10
|hit = ±0
|hit = 0
|block = -1
|block = -1
|effects =
|effects =
Line 392:
Line 392:
|startup = 7
|startup = 7
|active = 1
|active = 1
|recovery = 27
|recovery = 28
|hit =
|hit =
|block =
|block =
Line 450:
Line 450:
|startup = 6
|startup = 6
|active = 1
|active = 1
|recovery =
|recovery = 28
|hit =
|hit =
|block =
|block =
Line 478:
Line 478:
|startup = 17~77
|startup = 17~77
|active = 1
|active = 1
|recovery =
|recovery = 28
|hit =
|hit =
|block =
|block =
Line 807:
Line 807:
|effects =
|effects =
* '''Launch'''
* '''Launch'''
* '''Steal Red Gems'''
* '''Treasure Chest''' (Charge LV.3)
* '''Treasure Chest''' (Charge LV.3)
|notes =
|notes =
* '''Chargeable'''
* '''Chargeable'''
* Cannot be counter hit
}}
}}
}}
}}
Line 1,080:
Line 1,082:
* '''Must block before super flash'''
* '''Must block before super flash'''
* '''Moves Forward'''
* '''Moves Forward'''
* '''Super Freeze''' (Frame: ??~??)
* Throw Invul. (Frame: ??)
* Throw Invul. (Frame: ??)
* 10 Hit
* 10 Hit
Line 1,112:
Line 1,115:
* '''Must block before super flash'''
* '''Must block before super flash'''
* Air Unblockable
* Air Unblockable
* '''Super Freeze''' (Frame: ??~??)
* Throw Invul. (Frame: 2~8)
* Throw Invul. (Frame: 2~8)
* 20 Hit
* 20 Hit
Line 1,149:
Line 1,153:
* Launch (Weight vs Airborne)
* Launch (Weight vs Airborne)
* Flatten (Weight vs Grounded)
* Flatten (Weight vs Grounded)
* '''Knockdown''' (Shockwave)
* '''Juggle''' (Shockwave)
|notes =
|notes =
* '''Projectile''' (Spike balls)
* '''Projectile''' (Spike balls)
* Air Unblockable (Weight)
* Air Unblockable (Weight)
* Infinite Horizontal Reach (Shockwave)
* Infinite Horizontal Reach (Shockwave)
* '''Super Freeze''' (Frame: ??~??)
* Throw Invul. (Frame: ??)
* Throw Invul. (Frame: ??)
}}
}}
Line 1,185:
Line 1,190:
|notes =
|notes =
* '''Moves Forward'''
* '''Moves Forward'''
* '''Cross Up Potential'''
* '''Movement Cancel''' (2F additional recovery)
* '''Movement Cancel''' (2F additional recovery)
* '''Normal Cancel'''
* '''Normal Cancel'''
Line 1,192:
Line 1,196:
* Unlimited uses per jump
* Unlimited uses per jump
* 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. <span class="outbound">[https://seimitsuin.thebase.in/items/32093707]</span>
* 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. <span class="outbound">[https://seimitsuin.thebase.in/items/32093707]</span>
* 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.
* 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.
Dash K is punishable (-6). Tenkaisan can be replaced with Pursuit Attack. Watch out for wall splat giving opponent strike invulnerability on the way down.
-
Buffer / Mixup
+ xx +
35
Option select poke into super or Low option from empty jump. Can also use from Vampire Dash for a side switch mixup. Safe distance on block (-4).
-
Mixup
・ + xx +
48
High option. The gems can build back around 2 bars of super meter. Replace Tenkaisan with Rairai Kyuu to trade the gems for 6 more damage and better corner carry.
1F link from counter hit 5P. Try to confirm with the opponent's startup animation, "2 Hit" message is only visibile for 13F. Tenkaisan can be replaced with any super, but Rairai Kyuu can whiff outside of the corner.
You actually can'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.
-
Key: (・) = Link / (>) = Gatling / (xx) = Cancel | (*All damage values vs. Lei-Lei)
Juggle state only applies to Sakura, Lei-Lei, Felicia. 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.
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. [3]
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.
Effects
Notes
Vampire Dash
[] +
Vampire Dash
ヴァンパイアダッシュ
Hitboxes OFF
Hitboxes ON
Guard
Damage
Stun
Meter
Gems
-
-
-
-
-
Startup
Active
Recovery
Hit Adv.
Block Adv.
10
17
17
-
-
Moves Forward
Normal Cancel
Taunt Cancel
Special Cancel
Super Cancel
Passthrough (Frame: 10~27)
Projectile Invul. (Frame: 10~27)
Strike Invul. (Frame: 10~27)
Throw Invul. (Frame: 10~27)
Can link into itself without releasing inputs until the wall is reached