Intro
JP Name: トステン
Thorsten is played by German actor Thorsten Nickel, who starred alongside Jackie Chan in 1995's Thunderbolt as the villain Warner "Cougar" Kaugman.
Thorsten fights with high-priority normal pokes, damaging throw combos, and runaway tactics with the help of his teleports. He also has one of the game's most reliable touch of death combos involving his powerful super. Thorsten uses these advantages to mitigate his mediocre movement speed that makes it hard to force his own offense when at a life deficit.
Strengths |
Weaknesses
|
- Easy touch of death combo with meter, and very high damage meterless
- 2HK poke is completely safe with an amazing hitbox
- His amazing teleports make it almost impossible to chase him down if he has a life lead
- Heavy weight makes him less susceptible to juggles
- High stun resistance makes him more difficult than average to stun
- LK Gatling Kick, at 3f startup, acts as a powerful pseudo-reversal
|
- Confirms into his best juggle starters can be difficult
- Below average dash speed weakens his offensive options
- Buffered special moves are all unsafe
|
Character Stats
General Stats
Base Defense
|
Stun Defense
|
Throw Range
|
240 (Average)
|
11520 (High)
|
60 (B)
|
Wakeup Data
Neutral Rise
|
Forward Roll
|
Backward Roll
|
32f
|
55f
|
41f
|
Meter Data
Charge Rate
|
Charge Recovery
|
20.9% /sec
|
5f
|
Taunt Meter Drain
|
Taunt Duration
|
15.2%
|
41f
|
Movement Data
Weight
|
Prejump Frames
|
Jump Frames
|
Heavy
|
6f
|
56f (OK)
|
Backdash Duration
|
Backdash Distance
|
Back Walkspeed
|
22f (Slow)
|
158 (Very Far)
|
Below Average
|
Forward Dash Speed
|
Forward Walkspeed
|
3.9 (B-)
|
Average
|
Frame Data Info (click to expand)
|
Startup
|
The number of frames it takes for a move to become active. If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range. If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
|
Active
|
The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame. Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes. --Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) --Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames. Attacks with more active frames are more effective as pokes and anti-airs.
|
Recovery
|
The number of frames that a character cannot act after startup and active frames have passed. For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
|
Guard
|
The way a move must be guarded against. High = Can be blocked standing, whiffs against crouching. Mid = Can be blocked both standing and crouching. Low = Must be blocked crouching. Overhead = Must be blocked standing Throw = Cannot be blocked
|
Hit Adv
|
The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. --Example: A move listed as +4 on Hit may link into a move with 4f Startup. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range. KD means the attack knocks down if it hits. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.
|
Block Adv
|
The frame advantage of an attack on block. This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details) 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range. Throws cannot be blocked, so the column is left empty in this case. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
|
Damage
|
Base Damage of the attack, not accounting for scaling or opponent's defense value. Damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical damage, it will be listed as A x B to save space --Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage See Basic System page for details on damage scaling and defense.
|
Stun
|
Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. Most characters have a maximum stun threshold of 10240, while Thorsten has 11520 and M. Lion has 12800. Stun damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical stun, it will be listed as A x B to save space --Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun See Basic System page for details on stun.
|
Knockdown Timer
|
KD Timer damage of the attack, not accounting for any scaling (follows normal damage scaling rules). The higher a character's KD Timer value, the longer it takes to wake up after a knockdown. See "Damage" for more information on how to read the values. See Advanced System page for details on KD Timer.
|
Special Cancel
|
The ability to cancel the animation of a normal attack into a special/super move. Command normals can never be special cancelled. Specials cannot be cancelled into supers like in some other games. The only special cancellable air normal is Admiral Jackie's j.LP (into Air Dragon Shot).
|
Attribute
|
Self = Light normal that can be rapidly chained into itself on hit, block, or whiff. By default, self chains can be input very quickly (after the first active frame, whether it connects or not)
- (slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)
No-Chain = Normal attack that cannot be chained into another normal OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage. KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
|
Hitstun Type
|
Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack.
|
Normals
Standing Normals
5LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
8
|
High
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
512
|
128
|
Y
|
-
|
High
|
- Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)
- Start of Special Autocombo (LP>LP>HP>HP>HP>HK>HK>LK+HK)
|
|
cl.5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
2(2)2
|
23
|
Mid / Mid
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*8
|
1024*512
|
256*128
|
Y (1st Hit)
|
KD0
|
High / Mid
|
- 2 hits
- OTG vs M. Lion
- Proximity range: ≤ 93
|
|
far.5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
2
|
23
|
High
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1536
|
384
|
N
|
-
|
High
|
|
|
cl.5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
8
|
Mid
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
768
|
144
|
Y
|
-
|
Mid
|
|
|
far.5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
8
|
High
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
768
|
144
|
N
|
-
|
High
|
|
|
cl.5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
2
|
18
|
High
|
+6
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
27
|
768
|
432
|
N
|
-
|
High
|
- Allows for high damage link combos afterward against some standing characters
- Proximity range: ≤ 91
|
|
far.5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3 (8)
|
3(2)2
|
18
|
Mid / High
|
+6
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12*15
|
1024*768
|
192*240
|
N
|
-
|
Mid / High
|
- 2 hits
- Proximity range: ≥ 92
|
|
Crouching Normals
2LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
8
|
Mid
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6
|
512
|
96
|
Y
|
Self-chain
|
Mid
|
- Mainly used in matchups where the opponent can easily hop over 2LK (Lau, Dragonball Jackie)
- Frame advantage when chained into whiffed 5LP: +4/+2
|
|
2HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
2(2)3
|
23
|
Mid
|
-4
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8*16
|
1024*1024
|
128*256
|
Y (1st Hit)
|
-
|
Mid
|
- Good anti-air; can hit twice vs airborne (2nd hit will not be cancellable in this case)
- OTG vs M. Lion
|
|
2LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
8
|
Low
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6
|
512
|
96
|
Y
|
Self-chain
|
Mid
|
- Primary hitconfirm button and fast whiffing poke
- Frame advantage when chained into whiffed 5LP: +4/+2
- OTG vs M. Lion
|
|
2HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
7
|
18
|
Low
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
27
|
768
|
432
|
N
|
OTG, No-Chain
|
Mid
|
|
|
Air Normals
j.LP Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
-
|
-
|
Mid
|
- Great hitbox and active frames for a jumpin
|
|
j.HP Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
7
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
30
|
1280
|
480
|
-
|
Spike, Squish
|
Mid
|
- Similar to j.LP but much more damage; a little more effective from longer range
|
|
j.LK Diagonal Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
-
|
Crossup
|
High
|
- Fairly weak as a crossup, as followup jump chains will generally whiff
|
|
nj.LK Neutral Neutral
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
-
|
-
|
High
|
- Good air-to-air normal, can chain into j.HK then followed up with a juggle after landing
|
|
j.HK Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
30
|
1280
|
480
|
-
|
Crossup*
|
High
|
Very weak crossup hitbox; far more likely to be blockable in both directions rather than truly hit crossup
|
|
Command Normals
6HP Universal Overhead Universal Overhead
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
19
|
3(2)2
|
23
|
Overhead / Overhead
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8*16
|
512*1024
|
128*256
|
-
|
KD0
|
High / Mid
|
|
|
6HK Mid Kick Mid Kick
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
2
|
23
|
Mid
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1536
|
384
|
-
|
-
|
Mid
|
- Hitbox makes this poke effective against many low pokes
|
|
Throws
HP Throw
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
40
|
0
|
640
|
-
|
Backturn
|
-
|
- Leads to strong juggles near the corner; opponent will be backturned, so they can't backdash out of a reset
- Range: 60
|
|
Special Moves
Slash Sword (Molotov)
16P
16P or 13P Input Priority: above 46K, 28K, and 28P Input Priority: above 46K, 28K, and 28P
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
19
|
25
|
Mid
|
-17
|
-21
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
32
|
4096
|
512
|
-
|
OTG, Projectile
|
-
|
- Can anti-air at some ranges, but rarely a good option
- Much safer if only the projectile part hits, rather than his arm
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
14
|
18
|
32
|
Mid
|
-23
|
-27
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
36
|
4096
|
512
|
-
|
OTG, Projectile
|
-
|
- Can anti-air at some ranges, but rarely a good option
- Much safer if only the projectile part hits, rather than his arm
|
|
Jackknife Storm (Scissor Kick)
46K
46K Input Priority: above 28K and 28P, below 16P Input Priority: above 28K and 28P, below 16P
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
9
|
2(3)2(2)2(1)1
|
26
|
Mid
|
KD
|
-4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10*10*16
|
1280x2*2048
|
160x2*256
|
-
|
KD0, OTG, Airborne 7-19f
|
-
|
- Mashable for (extra damage) on hit or block
- Extra mashed hit does 4 dmg/256 stun/64 KD Time
- 2nd set of active frames hits behind/above Thorsten
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
3(2)2(2)3(2)4
|
31
|
Mid
|
KD
|
-12
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12*12*20
|
1536x2*2560
|
192x2*320
|
-
|
KD0, OTG, Airborne 8-27f
|
-
|
- Mashable for (extra damage) on hit or block
- Extra mashed hit does 4 dmg/256 stun/64 KD Time
- 2nd set of active frames hits behind/above Thorsten
- Usually whiffs in combos against crouching characters
|
|
Gatling Kick (Upkicks)
28K
28K Input Priority: above 28P, below 16P and 46K Input Priority: above 28P, below 16P and 46K
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3
|
3(2)3(2)3
|
22 + 3 land
|
Mid
|
KD
|
-14
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*8*8
|
2048*512x2
|
256*128x2
|
-
|
Airborne 6-36f
|
-
|
- Landing recovery makes it difficult to punish with a grounded combo
- This is easier to confirm into than the HK version, but less rewarding most of the time
- Not invincible, but it can be used like a reversal due to its speed
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3(2)2(3)2(2)2(3)2
|
46 + 3 land
|
Mid
|
KD
|
-42 (-47)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10*8x4
|
1280*512x4
|
160*128x4
|
-
|
Airborne 7-70f
|
-
|
- Landing recovery makes it difficult to punish with a grounded combo
- This is the optimal move to hitconfirm into for damage, stun, and corner carry, but can be hard to confirm
|
|
Teleport
28P
28P Input Priority: below 16P, 46K, and 28K Input Priority: below 16P, 46K, and 28K
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
45
|
-
|
6
|
-
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
-
|
-
|
-
|
-
|
Invincible 1-45f
|
-
|
- Only punishable during the final 6 recovery frames
- Disappears ~ frame 10, and reappears in the same place ~ frame 36
- Hard to visually confirm which side Thorsten ends up on; must guess which way to dash in order to attempt a punish
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
45
|
-
|
6
|
-
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
-
|
-
|
-
|
-
|
Invincible 1-45f
|
-
|
- Only punishable during the final 6 recovery frames
- Disappears ~ frame 10, and reappears ~ frame 36 on the opposite side, the same distance away from opponent
- Teleporting into the corner can cause the distance between characters to decrease
- Hard to visually confirm which side Thorsten ends up on; must guess which way to dash in order to attempt a punish
|
|
Super
Spinning Death Saw
646LK+HK
646LK+HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
0+9
|
31
|
28 + 13 land
|
Mid
|
KD
|
-19 (-26)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6 each
|
512 each
|
96 each
|
-
|
Invincible 1-6f
|
-
|
- 19f super flash; will lose to 4f attacks post-flash
- Chip Damage: ~13% standing, ~11% corner crouching, ~8% midscreen crouching
- Usually 13-16 hits; number will vary based on character hurtbox, standing/crouching, proximity to corner; will lose hits vs airborne opponents
- Hitbox can be inconsistent if used as a frame-perfect punish, especially against crouching moves -- should work consistently against moves that are -10 or worse
- (Data vs crouching opponent)
- Can get one OTG hit in very specific circumstances (opponent already bouncing)
|
|
Wakeup/Knockdown
Getup Attack Detailed Info (click to expand)
- Getup LK or HK must be input within a specific 16 frame window during the wakeup animation.
- The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
- During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Getup LK takes priority.
- The Getup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
- For some characters, there is very little time between the end of the 16 frame Getup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Getup Attacks.
- After inputting a Getup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Getup Attack window is active, as you may get an unexpected special move way after it was input.
Getup LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
9
|
2(7)2
|
21
|
Overhead / Mid
|
KD (-11)
|
+2 (-13)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*16
|
1024x2
|
256x2
|
-
|
Invincible 1-8f
|
-
|
- 2 hits; (data if only 1st hit connects)
- Only the 2nd hit knocks down, but this can whiff even if the first hit connects
- Knockdown allows for a dash into juggle
|
|
Getup HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
2(11)2
|
25
|
Low / Low
|
KD
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*16
|
1024x2
|
256x2
|
-
|
Invincible 1-6f, OTG
|
-
|
- 2 hits
- Recovers in a crouching state, so it must be whiff punished with moves that work against crouchers
|
|
Pursuit Attack 8LP or 8HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
52
|
4
|
32
|
Overhead
|
[-20] / (-14)
|
[-16] / (-10)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16 * (4 each)
|
1536
|
-
|
-
|
OTG, Mashable
|
-
|
- Only usable on a knocked down opponent
- First hit does 16 damage, all mashed followups do 4 damage each
- Damage scales as though it is part of a combo (rather than OTG scaling)
- Auto-tracks to the opponent's position at the time the Pursuit Attack is input
- If the opponent recovers from knockdown before the Pursuit Attack connects:
-[Frame Advantage] on standing/crouching opponents (bounces very far away) -(Frame Advantage) only if the final active frame connects, causing Thorsten to not bounce away
|
|
Pursuit Counter Any 2 Buttons
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20
|
0
|
320
|
-
|
-
|
-
|
- 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
- Thorsten will take damage before the Counter happens, so it cannot save him from a KO
- Counter can only be performed while knocked down
-If Thorsten wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
- Gets stronger juggles near the corner, but can combo from anywhere
|
|
Auto Combos
Normal Autocombo - LP > LP > LP > LP > LP > LP
|
> LP
(2)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
4
|
12
|
High
|
+3
|
+1
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
1024
|
128
|
N
|
-
|
-
|
- Same animation as cl.5LP from Kung-Fu Master
|
|
|
> LP
(3)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
3
|
20
|
Mid
|
+3
|
0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
1024
|
128
|
N
|
-
|
-
|
- Same animation as 16P (Slash Sword); hits OTG vs. M. Lion
|
|
|
> LP
(4)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
16
|
3
|
20
|
High
|
+3
|
0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
1024
|
128
|
N
|
-
|
-
|
- Same animation as far.5HP
|
|
|
> LP
(5)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
15
|
2
|
23
|
High
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
1024
|
128
|
N
|
-
|
-
|
|
|
|
> LP
(6)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
2
|
26
|
High
|
-1
|
-5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
1280
|
160
|
N
|
-
|
-
|
- Same animation as far.5HK
|
|
Special Autocombo - LP > LP > HP > HP > HP > HK > HK > LK+HK
|
> LP
(2)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
4
|
12
|
High
|
+3
|
+1
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
1024
|
128
|
N
|
-
|
-
|
- Same animation as cl.5LP from Kung-Fu Master
|
|
|
> HP
(3)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
3
|
20
|
Mid
|
+3
|
0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
1280
|
160
|
N
|
-
|
-
|
- Same animation as cl.5HP; can hit OTG
|
|
|
> HP
(4)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
9
|
3
|
20
|
Mid
|
+3
|
0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
1280
|
160
|
N
|
-
|
-
|
- Same animation as cl.5HP (again); can hit OTG vs. M. Lion
|
|
|
> HP
(5)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
31
|
2
|
30
|
Overhead
|
-6
|
-9
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12
|
1536
|
192
|
N
|
-
|
-
|
- Doesn't combo; same animation as 2HP (with a forward slide) despite being an overhead
|
|
|
> HK
(6)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
2
|
23
|
High
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
1280
|
160
|
N
|
-
|
-
|
|
|
|
> HK
(7)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
17
|
3
|
30
|
High
|
-7
|
-10
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12
|
1536
|
192
|
N
|
-
|
-
|
- Doesn't combo, same animation as far.5HK
|
|
|
> LK+HK
(8)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
19
|
12
|
24
|
Mid
|
KD
|
-6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16
|
2048
|
256
|
N
|
-
|
-
|
- Doesn't combo, same animation as 46K (Jackknife Storm)
- Airborne 10-29f
|
|
Hurtboxes/Hitstun
Standing (L High) |
Standing (H High) |
Crouching
|
|
|
|
Standing (L Mid) |
Standing (H Mid) |
Juggle State
|
|
|
|
Standing Blockstun |
Crouching Blockstun |
OTG State
|
|
|
|
"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.
Note: The lua console lists the following memory values for hitstun types:
L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt |
Win |
Time Loss/Draw
|
|
|
|
Charge |
Perfect |
Loss (KO)
|
|
|
|
Stages
External Links