|
|
Line 92: |
Line 92: |
| |data= | | |data= |
| {{AttackData-SS2019 | | {{AttackData-SS2019 |
| |damage= 80+20 | | |damage= 100 [80,20] |
| |guard= Mid | | |guard= Mid |
| |startup=12 | | |startup=12 |
Line 105: |
Line 105: |
| |deflect= Yes | | |deflect= Yes |
| |unarmed=No | | |unarmed=No |
| |description= 2-Hit medium slash with okay range (little less than half screen). Can be cancelled after the 1st hit, but not after the 2nd. | | |description= 2-hit medium slash with okay range (little less than half screen). Can be cancelled after the 1st hit, but not after the 2nd. |
| }} | | }} |
| }} | | }} |
Revision as of 04:56, 15 January 2023
Wu-Ruixiang
呉瑞香, Wú-Ruìxiāng
Introduction
Wu-Ruixiang’s most defining features are without a doubt her ground traps, which make her a character for lab monsters who like to find crazy setups and stylish juggles, although she can also be played as a more traditional projectile zoner.
While her normals are surprisingly stubby and quite laggy, she has arguably the best projectile game out of the entire cast, with high, medium and low fireballs that become active very early in their animation. Her shield counter can also reflect projectiles, in addition to being a strong anti-aggression tool. Ruixiang’s WFT is fast and covers a huge area, making it risky for the opponent to challenge her zoning.
Her defense isn’t spotless though as she somewhat struggles with anti-airs and her damage is way below average without setups. Her slow movement and floaty jump also make it hard for her to position herself properly.
Strengths |
Weaknesses
|
- Oppressive traps: Wu's 623S floor trap makes her neutral risky to maneuver around. Missteps into traps can be juggled off of on hit for huge damage (including SSM from, close enough distance). Blocked traps can lead to unblockable setups, 50/50 mixups, and solid guard crush pressure.
- Strong zoning: Wu's projectiles cover a lot of air space and knockdown on hit, allowing her to set up more traps.
- Great WFT: Wu has one of the best anti-air WFTs in the game. She can also cancel into her WFT and juggle it off of trap easily.
- Guard points: The guard points on her forward run and 66A allow Wu unique opportunities to reverse pressure.
- Good anti-airs: Using 2B, 22S, and her counter, Wu can keep antsy opponents out of the air and gets good oki for doing so.
|
- Bad pokes: Wu's grounded pokes have poor range, slow startup, and high recovery, making it hard to compete with other characters on the ground if she can't get her zoning game going.
- Poor air game: Wu's jump is floaty and her short air normals make it hard for her to air-to-air or control space when off the ground.
- Poor SSM: Wu's SSM has slow startup and short range, making SSM punishes harder for her than other characters.
- High recovery: Wu's projectile and trap placement both have very high recovery and she can take a lot of damage off a bad read while zoning.
- Has no specials when disarmed
|
Data
- Damage Taken: 105%
- Rage Factor: 0.20
- Rage Duration: 16 seconds
- Jump: 50 frames (Very Slow)
- Forward Walk Speed: 0.3 (Average)
- Back Walk Speed: 0.23 (Average)
- Dash Speed: 1.0 (Very Slow)
- Back Dash: 28 frames
- Weapon Pickup / Drop: 40 / 31 frames
Gameplan
Neutral
Her neutral is mostly zone and AA opponents (22S, 236C) if they try to jump for it.
Okizeme
22C
If Wu gets a knockdown in the corner she can use 22C to be +10 to +5 depending on if they roll or not and will catch all tech rolls. If they take the hit Wu can easily convert because of how meaty the special hits. Sample idea of this would be 66D > microwalk back 22C.
- If they get hit you can follow up with many different options
- normal(restand) > 623A
- 214C
- WFT
- Issen (it will also sometimes hit a mid screen opponent as well but you need to run)
623S
- SSM
- normal(restand) > 623A or B
- WFT
- 66C
- Issen
- Close range 623S options on block
- B+C(overhead) is good
- 6D, if your opponent blocks a 6D you have enough time for a free tick grab (with this setup you need to time the 6D properly because the spikes have thrown invul for a certain period. Practice this in training mode for consistency).
- 6D if hits you can frame trap into 2A
- 66D/f.2C(safer option due to pushback)
- 661/6643 B+C for an instant running overhead
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
7
|
-
|
-
|
22
|
-3
|
-5
|
5
|
Yes
|
Yes
|
Yes
|
No
|
A quick swat with the pan. Cancellable, but no real combo potential.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100 [80,20]
|
Mid
|
12
|
-
|
-
|
46
|
-8
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
2-hit medium slash with okay range (little less than half screen). Can be cancelled after the 1st hit, but not after the 2nd.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
240
|
Mid
|
24
|
-
|
-
|
69
|
-5
|
-16
|
25
|
No
|
Yes
|
Disarm
|
No
|
Kind of a baby hard slash with slow startup, short range and no special cancelling. Be ready to recoil cancel if you do go for this.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
8
|
-
|
-
|
24
|
-4
|
-5
|
5
|
Yes
|
Yes
|
Yes
|
No
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
10
|
-
|
-
|
36
|
-2
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Can cancel into WFT in any range, 214S would whiff at far ranges.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
Low
|
18
|
-
|
-
|
56
|
KD
|
-15
|
25
|
No
|
No
|
No
|
No
|
This is her farthest-reaching low. Startup is slow, but it knocks down. Although pretty minus, the pushback makes this okay.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
6
|
-
|
-
|
15
|
+3
|
0
|
5
|
Yes
|
No
|
No
|
No
|
"Talk-to-the-hand" smack.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
10
|
-
|
-
|
31
|
+3
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Quick shield bash that combos into any 214S and WFT.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200
|
Mid
|
15
|
-
|
-
|
48
|
+5
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
Another slow-ish hard slash. Now faster since version 2.10.
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
-
|
-
|
16
|
+3
|
0
|
5
|
Yes
|
No
|
No
|
No
|
Just the crouching version of n.5A, still hits mid as well.
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
7
|
-
|
-
|
29
|
+2
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Another pretty quick upwards shield bash with anti-air potential. Added a guard point 4-6f (version 2.10).
|
|
n.2C
n.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
180(150,30)
|
Mid
|
16
|
-
|
-
|
51
|
+8
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
More damage than far 2C but no knockdown. Also hits mid instead of low. Now attacks twice, with the second hit pulling the opponent closer (version 2.10).
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
9
|
-
|
-
|
26
|
-2
|
-3
|
5
|
No
|
No
|
No
|
Yes
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
13
|
1
|
10
|
23
|
+2
|
-1
|
5
|
No
|
No
|
No
|
Yes
|
Because of little pushback and a false animation this can be good for tick throws if the opponent isn't ready.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
7
|
-
|
-
|
22
|
0
|
-6
|
5
|
No
|
No
|
No
|
Yes
|
Now less minus on hit (version 2.10).
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
15
|
-
|
-
|
56
|
KD
|
-26
|
5
|
No
|
No
|
No
|
Yes
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
9
|
-
|
-
|
24
|
-5
|
-20
|
5
|
Yes
|
Yes
|
Yes
|
No
|
Has a guard point before the attack.
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100 [80,20]
|
Mid
|
14
|
-
|
-
|
44
|
-3
|
-36
|
10
|
Yes
|
Yes
|
Disarm
|
No
|
Great combo tool for throw and also great whiff punish tool as well. Can whiff cancel this into traps or fireballs.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
16
|
-
|
-
|
66
|
KD
|
-15
|
20
|
No
|
No
|
Disarm
|
No
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
9
|
-
|
-
|
49
|
KD(+84)
|
-18~-10
|
5
|
No
|
No
|
No
|
Yes
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
No
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
7
|
-
|
-
|
-
|
-
|
-
|
10
|
No
|
No
|
No
|
No
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
High
|
12
|
-
|
-
|
-
|
-
|
-
|
20
|
No
|
No
|
No
|
No
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
10
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Yes
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
7
|
-
|
-
|
24
|
+3
|
-2
|
5
|
No
|
No
|
No
|
Only
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
8
|
-
|
-
|
26
|
+2
|
-3
|
5
|
No
|
No
|
No
|
Only
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
10
|
-
|
-
|
30
|
KD
|
-5
|
5
|
No
|
No
|
No
|
Only
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 4/5/6C+D Neutral Throw Neutral Throw Forward Throw Forward Throw Back Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
-
|
71
|
74
|
+20
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
-
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
High
|
18
|
5
|
-
|
56
|
KD
|
-20
|
10
|
No
|
No
|
No
|
Yes
|
Universal overhead. Decent startup with good range.
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
1
|
16
|
22
|
38
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
-
|
No
|
-
|
-
|
Yes
|
|
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
46
|
+35~+59
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
9
|
22
|
KD
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Only
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash countered.
|
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Unblockable
|
21
|
1
|
-
|
58
|
0
|
-
|
-
|
-
|
-
|
-
|
No
|
Unblockable pushback attack.
|
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~709
|
Mid
|
9
|
-
|
-
|
-
|
KD
|
-44
|
-
|
No
|
No
|
No
|
No
|
Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.
|
|
Special Moves
Black Tortoise Torrent
Black Tortoise Torrent 236S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
60
|
Low
|
28
|
-
|
-
|
60
|
KD
|
-21
|
5
|
-
|
-
|
-
|
No
|
Low projectile. This projectile is actually a low and has to be crouch blocked.
|
B
|
60
|
Mid
|
19
|
-
|
-
|
55
|
KD
|
-28
|
5
|
-
|
-
|
-
|
No
|
Normal projectile, faster than the others but more unsafe as well.
|
C
|
60
|
Mid
|
28
|
-
|
-
|
60
|
KD
|
-21
|
-
|
-
|
-
|
-
|
No
|
High projectile. Will only hit Earthquake standing, for everyone else this is if you know they will jump.
|
|
Vermilion Bird Blaze
Vermilion Bird Blaze 214S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
75 [25*3]
|
Mid
|
15
|
-
|
-
|
56
|
KD(+86)
|
-9
|
12
|
-
|
-
|
-
|
No
|
B
|
125 [25*5]
|
Mid
|
20
|
-
|
-
|
69
|
KD(+80)
|
-15
|
20
|
-
|
-
|
-
|
No
|
C
|
160 [20*8]
|
Mid
|
23
|
-
|
-
|
96
|
KD(+59)
|
-36
|
32
|
-
|
-
|
-
|
No
|
Rage
|
264 [22*12]
|
Mid
|
15
|
-
|
-
|
88
|
KD(+63)
|
-32
|
48
|
-
|
-
|
-
|
No
|
Can destroy projectiles but the main usage of this is for combos.
Rage enhanced version of Wu's 214C comes out much faster, deals more damage and does a lot of guard damage.
|
|
White Tiger Fangs
White Tiger Fangs 623S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
All
|
100 [20*5]
|
Low
|
53
|
-
|
-
|
68
|
KD
|
+15
|
10
|
-
|
-
|
-
|
No
|
Wu's trap. Light sets close, Medium sets mid, Heavy sets far. The most important tool about this character. This can be used for zoning, okizeme, and blockstrings. If it hits allows for massive damaging combos with RE> (push into trap)trap hit > issen/lighting blade or trap hit into SSM.
|
|
Azure Dragon Thunderstrike
Azure Dragon Thunderstrike 22S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100
|
-
|
15
|
-
|
-
|
59
|
KD
|
-20
|
10
|
-
|
-
|
-
|
No
|
B
|
140
|
-
|
22
|
-
|
-
|
73
|
KD
|
-22
|
20
|
-
|
-
|
-
|
No
|
C
|
180
|
-
|
35~36
|
-
|
-
|
86
|
KD
|
-23~-22
|
30
|
-
|
-
|
-
|
No
|
This move can be good for certain anti airs if you know they are jumping over you. One of the most practical tools of this is using 22C meaty in the corner to be either +10 or +5 on block if perfectly spaced and it converts easily on hit.
|
|
Kirin Earthen Rampage
Kirin Earthen Rampage 421D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200
|
-
|
8
|
14
|
44
|
66
|
KD
|
-
|
-
|
-
|
-
|
-
|
No
|
Counter that reflects projectiles and will counterattack if the attack hitting the shield is a mid or high.
|
|
Supers
Weapon Flipping Technique
Nine-Headed Dragon Strike 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
420(490)
|
Mid
|
1+17
|
-
|
-
|
-
|
KD
|
-51
|
-
|
No
|
No
|
No
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit.
|
|
Super Special Move
Primordial Chaos of the Yellow Dragon 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
675
|
Mid
|
10+24
|
-
|
-
|
-
|
KD
|
-74
|
-
|
No
|
No
|
No
|
No
|
Available only once per match. Last hit doesn't follow regular damage scaling rules. This move is very good to use if you can confirm off trap.
|
|
Combos
List combos, use numpad notation.
Midscreen
- n.5B/n.2B/5B/66B
- ...236B
- ...214S
- ...22A/22B
- ...WFT
- ... 2B xx WFT
More damage than other mediums.
- n.2C xx n.2B xx 214C / WFT
New combo works in close range where near 2C would come out.
- Close range 623S
- ... 236B
- ... 22C
- ... 214C
- ... WFT
- ... Issen
- ... SSM
- ... n.5C/j.C/n.2C
- Medium range 623S
- ... 236B
- ... run up 22B/22A
- ... run up 214C
- ... WFT
- ... 236C xx WFT
A little closer than mid range and character specific.
- ... Issen
- ... SSM
- ... 5C/j.C/66C
- Far range 623S
- ... 236B
- ...run up 214C
- ... WFT
- ... Issen
- ... j.C/66C
- 5CD / 4CD...
- ... (5B/66B) xx 214C / WFT
- ... 2B xx WFT
More damage than 5B or 66B.
- ... 66B xx 22B
- ... mid range spikes to 236B
- ... mid range spikes to run up 22B/22A
- ... mid range spikes to run up 214C
- ... mid range spikes to WFT
- ... mid range spikes to Issen
- ... mid range spikes to run up SSM
- ... mid range spikes to 5C/66C/j.C
- ... 3D
- Deep j.C
- ... n.5C / 5C
Universal j.C combo.
- ... (5B/66B) xx 214C / WFT
- ... 2B xx WFT
More damage than 5B or 66B.
- ... 66B xx 22B
Corner
- 5CD / 4CD...
- n.2C xx n.2B xx 214C / WFT
New combo after grab into the corner.
- Close spikes in the corner.
- ... 22C xx 22A
- ... 22C xx 214C
- ... 22C xx WFT
- ... 22C xx Issen
- ... SSM
Anti-Air
- 22c
if opponent tries jumping out of the corner and if opponent jumps into late.
- ... 214C
- ... WFT
- ... Issen
- 236C
If opponent tries jumping out of the corner.
Guard Crush
- n.5C / 5C...
After recovery...
- n.2C xx n.2B xx 214C / WFT
Optimal GC follow up.
- n.5C / 5C...
Cancel recovery...
- Lighting Blade
Universal Issen combo.
- 623A...
The A version should always be right under the opponent...
- SSM
SSM follow up. (Can't burst out of it)
- Lighting Blade
Issen combo from trap.
Videos
Colors
External Links