Dan-Ku-Ga/Esoterics

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Hitstun and Blockstun

Hitstun

Light: 11
Medium: 16
Heavy: 20
Extra: 29

Blockstun

Light: 9
Medium: 14
Heavy: 18
Extra: 18

Extra strength hitstun was common for 2-button normals in Kaiser Knuckle.

Air normals all have Light hitstun but their respective blockstun.
Specials are usually treated as Heavy attacks, with some exceptions.
Fireballs are treated as Medium attacks, and a few specials like Wulong 41236K are treated as Extra.

Command Normals

Medium: Wulong 6MK

Heavy: Kazuya 6HK, Gekkou 4HK, Wulong 6HK and 3HK, Lihua 6HK, J. McCoy 6HP, 3HP, and 3HK, Marco 6HP, 6HK, 3HP, and 3HK, Azteca 6HK

Extra: Barts 6HP and 6HK, Gekkou 6HK

Hitstun Shift

During Hitstun, you can shift from standing to crouching or vice-versa. This means you can avoid combos that don't work on crouch, like Barts j.HK 2MP xx [2]8K (except vs Gonzales)

Crouch Height

Click to view at full size

Crouch heights listed from shortest to tallest:

  • Liza (2)
  • Wulong
  • Liza (1)
  • Gekkou/Marco/Lihua
  • J-McCoy
  • Barts (2)
  • Kazuya
  • Azteca
  • Boggy
  • Barts (1)
  • Gonzales

Knockdown timing

TL;DR Every character in Dan-Ku-Ga has the same knockdown timing, except Azteca, who's 4 frames faster.

WIP, will be updated with other specials with odd launch types (Barts [4]6P most notably)

Keep in mind that the "air" portion of a knockdown can stall when hitting the wall. Also, any air knockdown, such as j.HK (x2) will be treated as a special knockdown, giving you better oki options.

Normal moves (sweeps)
Everyone: 33 air, 30 ground
Azteca: 33 air, 26 ground

Special moves (for example, Lihua 2369P), Throws
Everyone: 62 air, 50 ground
Azteca: 62 air, 46 ground

Certain special moves launch very high, like Kazuya 623K
Everyone: 93 air, 50 ground
Azteca: 93 air, 46 ground

Wakeup standing/crouching state

After getting knocked down while standing or during a juggle, you start standing and take 1 frame to transition to crouch. Proximity block will instantly cause you to crouch, unless you get crossed up. In that case, you still take 1 frame and then turn around and switch to crouch.

This can be useful for Barts's and Gekkou's crossup setups with j.46K and 214K respectively.

Stage Length

Numbers based on px using command normals (Wulong 3HK, etc.)

Character Starting Area Wall Extension
Kazuya 400 426
Barts 400 426
Gekkou 400 426
Wulong 770 414
Lihua 400 426
Liza 400 426
J. McCoy 336 418
Boggy 466 N/A
Marco 400 426
Gonzales 554 N/A
Azteca 466 N/A

Bugs

Landing Dead Frame

When landing from certain states, including everyone's jumps and divekicks (except McCoy's), the game doesn't accept forward/back inputs. This can prevent you from getting a throw or command normal in various situations.

Landing states that cause this bug

Kazuya (j.)2146P, 63214P

Barts: Air Throw, [2]8K, j.46K

Gekkou: Air Throw, (j.)214K, j.896P, j.321MP, j.41236HP, 6412HP+HK

Wulong: MK/HK Throw and Air Throw, 623P, 41236K

Lihua: Nothing unique

Liza: [2]8P, [2]8K

J. McCoy: [4]6K

Boggy: 28MK/HK, 2147K

Marco: j.2PPP, 632146P

Gonzales: Nothing unique

Azteca: All Throws, 41236P, j.236P, KKK

Whiff air normal input bug

After whiffing an air normal, punches won't come out if you're holding a direction. This also interacts oddly with specials - if you input, you have to return to 5 before inputting Punch.

You can bypass this by pressing any kick at the same time as a punch special. For example, Kazuya can do j.HK, 214P+K to get Shiten Kongouha out. Again, this doesn't affect kicks.

Walk-over bug

Video example

After being air reset by P2 Liza or Gekkou only, without getting knocked down, you can walk over them while they're knocked down.

This effect disappears if P1 leaves the ground after activating it, including from throws and specials

Corner crossups

Video example

Player 2 can cross up Player 1 in the corner if P1 ends up backturned. This can be caused easily by lots of throws like Gekkou's.


General
FAQ
Controls
HUD
Mechanics
Esoterics
Characters
Kazuya
Barts
Gekkou
Wulong
Lihua
Liza
J. McCoy
Boggy
Marco
Gonzales
Azteca