Introduction
Short Gongsun intro, can be serious or a meme one, up to the editor. If you go for the latter, limit the jokes to this section only.
Data
- Damage Taken: 105%
- Rage Factor: 0.24
- Rage Duration: 11 seconds
- Jump: 46 frames (Average)
- Forward Walk Speed: 0.3 (Average)
- Back Walk Speed: 0.23 (Average)
- Dash Speed: 1.25 (Average)
- Back Dash: 27 frames
- Weapon Pickup / Drop: 40 / 50 frames
Gameplan
Similar to the Strategy section of the 5sp wiki pages. List Gongsun's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.
Neutral
Okizeme
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
-
|
-
|
23
|
-4
|
-7
|
5
|
Yes
|
No
|
No
|
No
|
Fast hand attack and canncellable.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
15
|
-
|
-
|
39
|
-4
|
-12
|
10
|
No
|
Yes
|
Yes
|
No
|
Poke with great range and decent speed.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
260
|
Mid
|
22
|
-
|
-
|
64
|
-3
|
-16
|
25
|
No
|
Yes
|
Disarm
|
No
|
Similar to 5B but slower with good damage.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
-
|
20
|
-3
|
-6
|
5
|
Yes
|
No
|
No
|
No
|
Fast hand attack and canncellable.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
12
|
-
|
-
|
37
|
-5
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Mid range poke which is canncellable. It doesn't hit low despite the animation.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Low
|
19
|
-
|
-
|
53
|
-7
|
-28
|
25
|
No
|
Yes
|
No
|
No
|
Slow low attack with good range but doesn't knock down.
|
|
3C
3C Twisting Maple Twisting Maple
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
130
|
Low
|
17
|
-
|
-
|
47
|
KD(+94)
|
-12
|
8
|
No
|
Yes
|
No
|
No
|
Fast low attack that knocks down, listed as command normal.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
-
|
17
|
±0
|
-3
|
5
|
Yes
|
No
|
No
|
No
|
Fast hand attack and canncellable, safe on block.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
9
|
-
|
-
|
17
|
-2
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Fast near slash which is her main combo too.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
220
|
Mid
|
15,23
|
-
|
-
|
45
|
-3
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
Standard near heavy slash with good damage.
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
-
|
23
|
-1
|
-4
|
5
|
Yes
|
No
|
No
|
No
|
Fast hand attack and canncellable, safe on block.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
12
|
-
|
-
|
29
|
-2
|
-4
|
5
|
No
|
No
|
No
|
Yes
|
Fast high kick and great for anti-air.
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
Mid
|
20
|
-
|
-
|
45
|
-1
|
-5
|
5
|
No
|
No
|
No
|
Yes
|
Slow side kick with good range.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
-
|
-
|
17
|
±0
|
-3
|
5
|
No
|
No
|
No
|
Yes
|
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Low
|
11
|
10
|
-
|
41
|
-7~+2
|
-14~-5
|
5
|
No
|
No
|
No
|
Yes
|
Slide kick which doesn't knock down, safe on block when spaced correctly.
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
32
|
-5
|
-12
|
5
|
No
|
No
|
No
|
No
|
Fast running hand attack.
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
11
|
-
|
-
|
33
|
-2
|
-35
|
10
|
Yes
|
Yes
|
Disarm
|
No
|
Running slash which is cancellable. Her main combo tool.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
High
|
22
|
-
|
-
|
64
|
KD(+60)
|
-20
|
20
|
No
|
No
|
No
|
No
|
Running overhead with good damage and knocks down.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
10
|
11
|
-
|
42
|
KD(+92)
|
-16~-6
|
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
|
50
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
5
|
Yes
|
No
|
No
|
No
|
Fast air to air attack and cancellable.
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
11
|
-
|
-
|
-
|
-
|
-
|
10
|
Yes
|
No
|
No
|
No
|
Jump umbrella poke with great downwards hit-box and cancellable.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
14
|
-
|
-
|
-
|
-
|
-
|
20
|
No
|
No
|
No
|
No
|
Jump umbrella swing with good horizontal hit-box and cancellable.
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Yes
|
Jump kick with great downwards hit-box.
|
|
Unarmed Normals
u.5S
u.5A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
-
|
22
|
-4
|
-7
|
5
|
Yes
|
No
|
No
|
Only*
|
Similar to armed 5A with more damage and even faster.
|
|
un.5S
un.5A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
4
|
-
|
-
|
16
|
±0
|
-3
|
5
|
Yes
|
No
|
No
|
Only*
|
Similar to armed near 5A with more damage and even faster.
|
|
u.5C
u.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
17
|
-
|
-
|
53
|
-9
|
-16
|
8
|
No
|
No
|
No
|
Only*
|
Similar to armed 5C with less range and damage, but its start-up is much faster.
|
|
un.5C
u.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
13
|
-
|
-
|
41
|
-1
|
-8
|
8
|
Yes
|
No
|
No
|
Only*
|
Less damage than armed near 5C, but faster and cancellable.
|
|
u.2S
u.2A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
20
|
-3
|
-6
|
5
|
Yes
|
No
|
No
|
Only*
|
Similar to armed 2A with more damage.
|
|
un.2S
un.2A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
4
|
-
|
-
|
17
|
-1
|
-4
|
5
|
Yes
|
No
|
No
|
Only*
|
Similar to armed near 2A with more damage and even faster.
|
|
u.2C
u.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Low
|
17
|
-
|
-
|
49
|
-5
|
-12
|
8
|
Yes
|
No
|
No
|
Only*
|
Less range and damage comparing to armed 2C, but faster and cancellable.
|
|
u.3C
u.3C Twisting Maple Twisting Maple
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
14
|
-
|
-
|
45
|
KD(+93)
|
-12
|
8
|
No
|
No
|
No
|
Only*
|
Similar to armed 3C with less damage and has faster start up.
|
|
ju.A
ju.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
5
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only*
|
Similar to armed jump A with less damage and faster, but not cancellable.
|
|
ju.B
ju.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only*
|
Similar to armed jump B with less damage and faster, but not cancellable.
|
|
ju.C
ju.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
9
|
-
|
-
|
-
|
-
|
-
|
8
|
No
|
No
|
No
|
Only*
|
Similar to armed jump C with less damage and faster, but not cancellable.
|
|
u.66S
u.66A/B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
-
|
29
|
KD(+100)
|
-8
|
5
|
No
|
No
|
No
|
Only*
|
Standard unarmed running attack that knocks down.
|
|
u.66C
u.66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
19
|
-
|
-
|
51
|
KD(+70)
|
-17
|
5
|
No
|
No
|
No
|
Only*
|
Similar to armed 66C with less damage and faster, also knocks down.
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5/6C+D / 4C+D Neutral / Forward Throw Neutral / 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
|
-
|
74
|
-
|
+20
|
N/A
|
-
|
No
|
-
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
-
|
74
|
-
|
+25
|
N/A
|
-
|
No
|
-
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
70
|
Overhead
|
21
|
-
|
-
|
-
|
0
|
-15
|
10
|
No
|
-
|
No
|
-
|
|
Unnarmed
|
70
|
Overhead
|
23
|
-
|
-
|
45
|
KD(+101)
|
-10
|
10
|
No
|
-
|
No
|
-
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
1
|
16
|
22
|
-
|
N/A
|
N/A
|
-
|
N/A
|
-
|
N/A
|
Yes
|
Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
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
|
-
|
-
|
-
|
-
|
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
|
-
|
+35~+59
|
N/A
|
-
|
N/A
|
-
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
22
|
-
|
KD
|
N/A
|
-
|
N/A
|
-
|
N/A
|
Yes
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level 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 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
|
300~700
|
Mid
|
9
|
-
|
-
|
-
|
KD
|
-44
|
-
|
No
|
-
|
No
|
No
|
Has full invincibility and can anti-air. Damage scales up based on remaining health.
|
|
Special Moves
Cloud Fall
Cloud Fall 214D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Normal
|
50
|
Mid
|
17 / 15
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
-
|
-
|
Yes
|
Max
|
170 (50,120)
|
Mid
|
17 / 15
|
-
|
-
|
-
|
KD
|
-
|
10
|
-
|
-
|
-
|
Yes
|
A maple leaf projectile that travels very fast, it charges the maple gauge on hit. When the maple gauge is full, the next one deplete the gauge to enhance the damage and allows follow up attacks. During max rage, it travels faster and recovers sooner. It's start up is 2 frames faster while unarmed.
|
|
Lunar Recall (Ground)
Lunar Recall (Ground) 214S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
120
|
Mid
|
13
|
-
|
-
|
54
|
KD(+91)
|
-17
|
20
|
-
|
-
|
-
|
No
|
B
|
120
|
Mid
|
11
|
-
|
-
|
64
|
KD
|
??
|
20
|
-
|
-
|
-
|
No
|
C
|
140
|
Mid
|
15
|
-
|
-
|
103
|
KD
|
-73
|
20
|
-
|
-
|
-
|
No
|
Li opens her umbrella on the ground and leaves it floating there, and then travels forward / backwards / upwards. The B version only hits the opponent behind her (e.g. The opponent teleports to her back or the opponent rolls behind her), it could cancel into SSM, make it possible to punish some wake up DPs. The C version has invincibility against air attacks from frame 2.
|
|
Lunar Recall (Air)
Lunar Recall (Air) j.214S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
140
|
Mid
|
15
|
-
|
28(Landing)
|
-
|
KD
|
-
|
20
|
-
|
-
|
-
|
No
|
B
|
140
|
Mid
|
-
|
-
|
28(Landing)
|
-
|
KD
|
-
|
20
|
-
|
-
|
-
|
No
|
C
|
120
|
Mid
|
-
|
-
|
28(Landing)
|
-
|
KD
|
-
|
20
|
-
|
-
|
-
|
No
|
Li opens her umbrella in the air and leaves it floating there, and then travels forward / backwards / downwards. The B version only hits the opponent behind her (e.g. She jumps over the opponent and uses 214B or the opponent rolls behind her). The C version can hit cross up.
|
|
Autumn Tide
Autumn Tide 236S/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
30
|
Mid
|
17
|
-
|
-
|
58
|
-8
|
-20
|
5
|
-
|
-
|
-
|
No
|
B
|
30
|
Mid
|
17
|
-
|
-
|
58
|
-8
|
-20
|
5
|
-
|
-
|
-
|
No
|
C
|
30
|
Mid
|
17
|
-
|
-
|
58
|
-8
|
-20
|
5
|
-
|
-
|
-
|
No
|
D
|
30
|
Mid
|
17
|
-
|
-
|
58
|
-8
|
-20
|
5
|
-
|
-
|
-
|
No
|
Li throws her umbrella and leaves it floating, it's considered as projectile but doesn't cancel any projectile.
|
|
Flash Step
Flash Step 236S while umbrella floating
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Ground
|
N/A
|
-
|
12
|
4
|
9
|
25 / 44
|
-
|
-
|
-
|
-
|
-
|
-
|
No*
|
Air
|
N/A
|
-
|
12
|
4
|
13
|
28 / 38
|
-
|
-
|
-
|
-
|
-
|
-
|
No*
|
Li teleports to the floating umbrella and grabs it. Although the teleport location is obvious, but the start-up and recovery is very fast. She stays in the original position from frame 1~11, and disappear from frame 12~15, and then show up at frame 16.
Since version 2.10, it has increased recovery frames when weapon is outside screen bounds.
|
|
Supers
Weapon Flipping Technique
Gust of Illusion 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
384 (448)
|
Mid
|
8
|
-
|
-
|
-
|
-
|
-40
|
-
|
-
|
-
|
-
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit. Fast WFT with short range, good for combo and anti air.
|
|
Super Special Move
Maple Dance 641236C+D while umbrella floating
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
670
|
Mid
|
24
|
-
|
-
|
-
|
-
|
-50
|
-
|
-
|
-
|
-
|
No
|
Available only once per match. Full invincible from frame 1~10. Very unique SSM with fast start up, but can only be used after 214S & 236S. Ground 214B can cancel into SSM from frame 15, make it 39 frames while armed.
|
|
Combos
List combos, use numpad notation.
Midscreen
Corner
Videos
Link to Gongsun videos and specify year it was produced or patch version in brackets.
Example: Gongsun combo video by "name of content creator" (2019).
Colors
External Links
Link to docs hosted in other sites.