Them's Fightin' Herds/Tianhuo: Difference between revisions
m (→6A) |
m (→Level 3) |
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*'''Low Health:''' Tied with [[Them's Fightin' Herds/Shanty|Shanty]] and [[Them's Fightin' Herds/Pom|Pom]] for the lowest health in the game, letting her die to fewer touches. | *'''Low Health:''' Tied with [[Them's Fightin' Herds/Shanty|Shanty]] and [[Them's Fightin' Herds/Pom|Pom]] for the lowest health in the game, letting her die to fewer touches. | ||
*'''Low Damage:''' In her normal state, Tianhuo has some of the least damaging normals in the game, which combined with her low health, can require her to win more interactions than her opponent to secure victory. | *'''Low Damage:''' In her normal state, Tianhuo has some of the least damaging normals in the game, which combined with her low health, can require her to win more interactions than her opponent to secure victory. | ||
*'''Poor Anti-Air:''' Tian's 6A is | *'''Poor Anti-Air:''' Tian's 6A is pretty slow, making it difficult to use on reaction to jumps. | ||
*'''Exploitable Grounded Strings:''' Tian's 6A whiffs on crouchers, making it hard for her to represent longer grounded strings. Additionally, PB can cause her to whiff very committal normals like 2C, resulting in massive punishes. | *'''Exploitable Grounded Strings:''' Tian's 6A whiffs on crouchers, making it hard for her to represent longer grounded strings. Additionally, PB can cause her to whiff very committal normals like 2C, resulting in massive punishes. | ||
Line 107: | Line 107: | ||
|image=TFH_Tianhuo_5B.png | |image=TFH_Tianhuo_5B.png | ||
|hitbox=TFH_Tianhuo_5B_hb.png | |hitbox=TFH_Tianhuo_5B_hb.png | ||
|caption= | |caption= roundstart.jpeg | ||
|name={{clr|13|5B}} | |name={{clr|13|5B}} | ||
|data= | |data= | ||
Line 193: | Line 193: | ||
|baseJD=15 | |baseJD=15 | ||
|JDG=0.83 | |JDG=0.83 | ||
|description=Tianhuo's fastest low. It's good for starting pressure up close. Unusually minus on block, so it can take a bit more conditioning than average to use it for stagger pressure like most other {{clr|12|2A}}s. | |description=Tianhuo's fastest low. It's good for starting pressure up close. Has very solid horizontal reach for a 2A, similarly to Oleander's or Paprika's - it can often still reach to hit an opponent even after having an air normal pushblocked away. Unusually minus on block, so it can take a bit more conditioning than average to use it for stagger pressure like most other {{clr|12|2A}}s. | ||
}} | }} | ||
}} | }} | ||
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|image=TFH_Tianhuo_2C.png | |image=TFH_Tianhuo_2C.png | ||
|hitbox=TFH_Tianhuo_2C_hb.png | |hitbox=TFH_Tianhuo_2C_hb.png | ||
|caption= | |caption= Haircar but for Longmas | ||
|name={{clr|14|2C}} | |name={{clr|14|2C}} | ||
|data= | |data= | ||
Line 340: | Line 340: | ||
|airFirstJD=-155 | |airFirstJD=-155 | ||
|baseJD=90 | |baseJD=90 | ||
|airBaseJD= | |airBaseJD=45 | ||
|JDG=0.90 | |JDG=0.90 | ||
|description= Highest damage jump normal, making it ideal for combo starters. Doesn't hit as far forward as {{clr|13|j.B}}, but it has good range downwards and backwards, making it a very strong crossup normal, especially when combined with flight and flips. It also has many active frames, making it difficult to backdash away from. | |description= Highest damage jump normal, making it ideal for combo starters. Doesn't hit as far forward as {{clr|13|j.B}}, but it has good range downwards and backwards, making it a very strong crossup normal, especially when combined with flight and flips. It also has many active frames, making it difficult to backdash away from. | ||
Line 375: | Line 375: | ||
|baseJD=55 | |baseJD=55 | ||
|JDG=0.83 | |JDG=0.83 | ||
|description= Tianhuo has the slowest {{clr|12|6A}} in the game, but it's best to not ignore it. It still has frame 1 crouching hurtboxes and the most vertical reach of all your anti-air normals and can be used to trap opponents in blockstun to {{clr|14|236C}} them afterwards. Because this move whiffs on crouchers, Tian does not have access to rebeating during pressure. | |description= Tianhuo has one of the slowest {{clr|12|6A}}s in the game, but it's best to not ignore it. It still has frame 1 crouching hurtboxes and the most vertical reach of all your anti-air normals and can be used to trap opponents in blockstun to {{clr|14|236C}} them afterwards. Because this move whiffs on crouchers, Tian does not have access to rebeating during pressure. | ||
}} | }} | ||
}} | }} | ||
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|image=TFH_Tianhuo_3C.png | |image=TFH_Tianhuo_3C.png | ||
|hitbox=TFH_Tianhuo_3C_hb.png | |hitbox=TFH_Tianhuo_3C_hb.png | ||
|caption= | |caption= a literal Dragon Punch | ||
|name={{clr|14|3C}} | |name={{clr|14|3C}} | ||
|data= | |data= | ||
Line 393: | Line 393: | ||
|active=6 | |active=6 | ||
|recovery=38 | |recovery=38 | ||
|advHit= | |hitstop=12 | ||
|hitstun=26 (pre-JDmax)<br>24 (post-JDmax) | |||
|advHit={{clr|14|-17}} | |||
|blockstop=12 | |||
|blockstun=27 | |||
|advBlock={{clr|14|-16}} | |advBlock={{clr|14|-16}} | ||
|firstJD=-70 | |firstJD=-70 | ||
|baseJD=30 | |airFirstJD=-35 | ||
|baseJD=30 | |||
|airBaseJD=65 | |||
|JDG=0.83 | |JDG=0.83 | ||
|description=Standard launcher. Unsafe on block, jump-cancellable on hit. | |description=Standard launcher. Unsafe on block, jump-cancellable on hit. | ||
Line 493: | Line 499: | ||
|input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} <br>Air OK | |input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} <br>Air OK | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=A | |version=A | ||
|damage=90, 150<br>(60 [x2] Chip) | |damage=90, 150<br>(60 [x2] Chip) | ||
Line 508: | Line 514: | ||
|description=Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit. | |description=Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
Line 524: | Line 530: | ||
|description=Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit. | |description=Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=B (Air) | |version=B (Air) | ||
Line 540: | Line 546: | ||
|description=Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block. | |description=Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
Line 583: | Line 589: | ||
|input={{clr|15|2}}/{{clr|15|3}}/{{clr|15|6}}/{{clr|15|8}}/{{clr|15|9D}} <br>Air OK | |input={{clr|15|2}}/{{clr|15|3}}/{{clr|15|6}}/{{clr|15|8}}/{{clr|15|9D}} <br>Air OK | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=2D | |version=2D | ||
|damage=210<br>(20 Chip) | |damage=210<br>(20 Chip) | ||
Line 597: | Line 603: | ||
|description=Moves straight down. Has some crazy crossup setups. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup. | |description=Moves straight down. Has some crazy crossup setups. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=3D | |version=3D | ||
Line 612: | Line 618: | ||
|description=Moves downwards and forwards, effectively a divekick. Has a disjointed hitbox forwards and slightly above Tianhuo's hurtbox, making it a good move to challenge anti-airs and air-to-airs. The firstJD bonus makes it one of Tianhuo's best starters, but it is also really useful mid combos, as it has a good damage while adding up only 5 JD. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup. | |description=Moves downwards and forwards, effectively a divekick. Has a disjointed hitbox forwards and slightly above Tianhuo's hurtbox, making it a good move to challenge anti-airs and air-to-airs. The firstJD bonus makes it one of Tianhuo's best starters, but it is also really useful mid combos, as it has a good damage while adding up only 5 JD. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=6D | |version=6D | ||
Line 627: | Line 633: | ||
|description= Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into {{clr|12|j.A}} through a 3-frame link, which in turn combos into {{clr|12|5A}} through another link, provided it hits a standing opponent. | |description= Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into {{clr|12|j.A}} through a 3-frame link, which in turn combos into {{clr|12|5A}} through another link, provided it hits a standing opponent. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=8D | |version=8D | ||
Line 642: | Line 648: | ||
|description=Moves straight up. Can help timer scamming if you have the health lead. | |description=Moves straight up. Can help timer scamming if you have the health lead. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=9D | |version=9D | ||
Line 665: | Line 671: | ||
|input={{clr|15|7}}/{{clr|15|4}}/{{clr|15|1D}} <br>Air OK | |input={{clr|15|7}}/{{clr|15|4}}/{{clr|15|1D}} <br>Air OK | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=7D | |version=7D | ||
|damage= | |damage= | ||
Line 679: | Line 685: | ||
|description=The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes. | |description=The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=4D | |version=4D | ||
Line 692: | Line 698: | ||
|firstJD= | |firstJD= | ||
|baseJD= | |baseJD= | ||
|description=Similar to {{clr|15|7D}}, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a {{clr| | |description=Similar to {{clr|15|7D}}, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. | ||
Using a {{clr|12|j.A}} immediately after this results in a basically unreactable 16f overhead, or a sligtly slower (19f) but stronger starter with {{clr|13|j.B}}, so remember that this is one of your strongest mixup options. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=1D | |version=1D | ||
Line 708: | Line 716: | ||
|baseJD= | |baseJD= | ||
|description=Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often. | |description=Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often. | ||
You can airdash into j.A or j.B to stay on the same side, like similar to 4D's overheads. However, depending on spacing and the timing of the airdash, Tian can land faster. This can enable safejumps to bait out reversals OR ambiguous cross-ups. Versatile and keeps opponents guessing when alternating with her other flips. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=TFH_Tianhuo_236D_hb.png | |hitbox=TFH_Tianhuo_236D_hb.png | ||
|hitbox2=TFH_Tianhuo_j236D_hb.png | |hitbox2=TFH_Tianhuo_j236D_hb.png | ||
|caption= | |caption= Cross-up AND plus??? I'm in | ||
|name=Volcanic Dash | |name=Volcanic Dash | ||
|input={{clr|15|236D}} | |input={{clr|15|236D}} | ||
Line 822: | Line 832: | ||
|input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} / {{clr|12|j.236A}}/{{clr|13|B}}/{{clr|14|C}} | |input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} / {{clr|12|j.236A}}/{{clr|13|B}}/{{clr|14|C}} | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=A | |version=A | ||
|damage=110, 150, 210<br>(60 [x3] Chip) | |damage=110, 150, 210<br>(60 [x3] Chip) | ||
Line 837: | Line 847: | ||
|description=Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5. | |description=Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
Line 852: | Line 862: | ||
|JDG=0.90 [x2] | |JDG=0.90 [x2] | ||
|description=Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential. Also travels about twice as further and moves faster. | |description=Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential. Also travels about twice as further and moves faster. | ||
Unlike the normal version, Bash during RSF does not break armor. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=B (Air) | |version=B (Air) | ||
Line 869: | Line 881: | ||
|description=Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now. | |description=Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
Line 893: | Line 905: | ||
|name={{clr|12|j.A}} (Ran Shao Feng) | |name={{clr|12|j.A}} (Ran Shao Feng) | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|damage=38 | |damage=38 | ||
|guard=High | |guard=High | ||
Line 913: | Line 925: | ||
|name=Flight (Ran Shao Feng) | |name=Flight (Ran Shao Feng) | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 948: | Line 960: | ||
|firstJD= | |firstJD= | ||
|baseJD= | |baseJD= | ||
|description=Spend 3 bars to quickly dive to the ground before performing a fully invincible uppercut that starts a cinematic on hit. Startup is not dependent on height. Whiffs versus grounded opponents. Vulnerable from the moment she starts spinning and will still be in recovery until long after landing. Extremely unsafe both on whiff and block. This move is affected by damage scaling, so it's better to use it early in a combo. | |description=Spend 3 bars to quickly dive to the ground before performing a fully invincible uppercut that starts a cinematic on hit. Startup is not dependent on height. Whiffs versus grounded opponents. Vulnerable from the moment she starts spinning and will still be in recovery until long after landing. Extremely unsafe both on whiff and block. This move is affected by damage scaling, so it's better to use it early in a combo, but it does suffer significantly less from scaling than most other Level 3s. | ||
}} | }} | ||
}} | |||
====Cross-Canter==== | |||
{{MoveData | |||
|image=TFH_Tianhuo_CC.png | |||
|hitbox= | |||
|name=Cross-Canter | |||
|input=6XX (While Blocking) | |||
|data= | |||
{{AttackData-TFH | |||
|damage=80 (Recoverable Health) | |||
|guard=Mid | |||
|properties=Strike-Invulnerable (f1-16)<br>Autoguard (f17-25) | |||
|startup=23 | |||
|active=9 | |||
|recovery=54 | |||
|hitstop=- | |||
|hitstun=- | |||
|advHit=0 (HKD) | |||
|blockstop=5 | |||
|blockstun=13 | |||
|advBlock={{clr|14|-49}} | |||
|firstJD=0 | |||
|baseJD=0 | |||
|JDG=1 | |||
|description=In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly. | |||
This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff. | |||
}} | |||
}} | }} | ||
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{{ColorGallery | filePrefix=TFH-Tianhuo-| colors= | {{ColorGallery | filePrefix=TFH-Tianhuo-| colors= | ||
{{ColorGallery/Color|1| text= Tianhuo ( {{clr|12|A}} ) }} | {{ColorGallery/Color|1| text= Tianhuo ( {{clr|12|A}} ) }} | ||
{{ColorGallery/Color|2| text= | {{ColorGallery/Color|2| text= Shadow Actual ( {{clr|13|B}} ) }} | ||
{{ColorGallery/Color|3| text= Clever Girl ( {{clr|14|C}} ) }} | {{ColorGallery/Color|3| text= Clever Girl ( {{clr|14|C}} ) }} | ||
{{ColorGallery/Color|4| text= Under the Mountain ( {{clr|15|D}} ) }} | {{ColorGallery/Color|4| text= Under the Mountain ( {{clr|15|D}} ) }} |
Latest revision as of 22:36, 24 June 2024
Tianhuo (天火) | |
---|---|
Species: | Longma |
Playstyle: | Rushdown, Aerial |
HP: | 4800 |
Meter Size: | 350 |
Movement Options: | Superjump, Air Dash, Flight, Flip |
Voice Actor: | Kay Bess |
Stage(s): | Huoshan, Spring Festival |
Profile
Longma of the Huoshan Empire are few in number but carry extraordinary heritage: half-dragon, half-horse. They believe they embody the best traits of both: peaceful minds and hardy bodies from the ungulates, iron wills and the strength to fight from the predators.
The road to perfect balance is often described as more of a tightrope. Sway too far in one direction or the other, and you could send yourself tumbling. Tianhuo’s ruthless ambition to purge herself of all weakness had manifested as cruelty to others in the past, but in the years since she has self-reformed. Now she serves as Captain of the Guard in service to Her Royal Highness the Longestma, Empress of Huoshan.
Tianhuo was the natural choice for Champion: with her unmatched physical prowess, skill with flight, and command over dragon fire. She believes she’s the only one powerful and worthy enough to save Foenum, but will pure-blooded ungulates truly accept a half-predator? [1]
Gameplay
Tianhuo is best described as an aerial-rushdown character. She has the most airborne mobility in the game, along with a slew of great air options that let her put on pressure. To compliment her aerial game, she has a great set of ground normals, and the ability to cancel these normals into flight to continue pressure. She also has good defensive tools in her anti-airs, her strike-invincible 7D, and her various frame-one-airborne specials. Good normals, good offense, good defense, and the best mobility in the game. The downside? The lowest health and damage in the game.
Strengths | Weaknesses |
---|---|
|
|
Movement
Walk: Tianhuo is slow on the ground, only moving forward at 5 hu/frame and backward at 4 hu/frame.
Dashes: Like other characters, Tianhuo can dash forward and backwards while grounded. Tianhuo also has the unique ability of having a low hurtbox during her forward dash, letting her slip under most projectiles.
Airdash: Tianhuo is one of two characters who can airdash, with her airdash travelling a very large distance, but being unable to block during its duration.
Super Jump: In addition to a regular jump, Tianhuo can perform a super jump for extra height and more horizontal distance than any other super jump in the game.
Fly: By pressing 5D Tianhuo can fly, letting her move in any direction, but being unable to block. Tianhuo will exit fly after a certain period of time, but you can press 5D to exit sooner.
Command List
Normal Moves
Standing Normals
5A
5A
|
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Toggle Hitboxes Toggle Hitboxes
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5B
5B
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Toggle Hitboxes Toggle Hitboxes
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5C
5C
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2A
2A
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Toggle Hitboxes Toggle Hitboxes
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2B
2B
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Toggle Hitboxes Toggle Hitboxes
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2C
2C
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.A
j.A
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Toggle Hitboxes Toggle Hitboxes
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j.B
j.B
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Toggle Hitboxes Toggle Hitboxes
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j.C
j.C
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Toggle Hitboxes Toggle Hitboxes
|
Command Normals
6A
6A
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Toggle Hitboxes Toggle Hitboxes
|
3C
3C
|
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Toggle Hitboxes Toggle Hitboxes
|
Throws
Forward Throw
Forward Throw
B+C / 6B+C |
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Toggle Hitboxes Toggle Hitboxes
|
Back Throw
Back Throw
4B+C |
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Toggle Hitboxes Toggle Hitboxes
|
Air Throw
Air Throw
j.B+C |
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Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Volcanic _Ash
Volcanic Series
236A/B/C Air OK |
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Toggle Hitboxes Toggle Hitboxes
|
Magic
Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Firecracker attacks will regain some magic on hit. Each magic stock takes about 5 seconds to generate.
5D
Firecracker Attack
2/3/6/8/9D Air OK |
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Toggle Hitboxes Toggle Hitboxes
|
Firecracker Flip
7/4/1D Air OK |
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Toggle Hitboxes Toggle Hitboxes
|
Volcanic Dash
236D |
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Toggle Hitboxes Toggle Hitboxes
|
Flight
5D |
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Super
Level 1
Men Shao Ti
236XX |
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Toggle Hitboxes Toggle Hitboxes
|
Level 2 (Follow Up)
Ran Shao Feng
214XX |
---|
Ran Shao Feng Only
Volcanic Series (Ran Shao Feng)
236A/B/C / j.236A/B/C |
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Toggle Hitboxes Toggle Hitboxes
|
j.A (Ran Shao Feng)
|
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Toggle Hitboxes Toggle Hitboxes
|
Flight (Ran Shao Feng)
|
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Level 3
Flames of Huoshan
63214XX |
|
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Toggle Hitboxes Toggle Hitboxes
|
Cross-Canter
Cross-Canter
6XX (While Blocking) |
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Colors