Intro
JP Name: ロウ
Lau is played by Hong Kong actor Vincent Lau Tak, using karate as his martial art of choice.
Lau's moveset is similar to the stereotypical "shoto" (pseudo-fireball, uppercut, and tatsu). He has strong movement and pokes, and can rapidly switch from a defensive playstyle to oppressive offense. Lau is good at pushing the opponent toward the corner where his throw and post-fireball juggles make him much more dangerous. He excels at closing out rounds with his unreactable overhead and a super that often can't be avoided without a risky read. His only real weakness compared to the other top tiers is slightly slower mobility and less rewarding combos against crouching midscreen opponents.
Note: In the credits, Lau's name is listed as "Lau Tak". He is frequently confused with Andy Lau Tak-wah, a different actor who has appeared alongside Jackie Chan in several films.
Strengths |
Weaknesses
|
- Long pokes that can cancel into safe special moves
- Chains into his long-range 2LK and 2HK make it risky to backdash out of his pressure strings
- Invincible reversal/anti-air (623P)
- One reset from 236HK or corner 236HP leads to easy stun
- Fast, long range overhead (6HK) that can combo if meaty
- Super is very strong as a reversal and a chip-out option
|
- Wide lower-body hurtbox makes him more susceptible to extended combos
- No midscreen throw combo
- Gets no midscreen juggles against crouching opponents
- His strongest special cancel whiffs against crouchers
- Getup attacks can both be blocked standing
|
Character Stats
General Stats
Base Defense
|
Stun Defense
|
Throw Range
|
240 (Average)
|
10240 (Average)
|
58 (C+)
|
Wakeup Data
Neutral Rise
|
Forward Roll
|
Backward Roll
|
32f
|
55f
|
47f
|
Meter Data
Charge Rate
|
Charge Recovery
|
23.1% /sec
|
5f
|
Taunt Meter Drain
|
Taunt Duration
|
27%
|
73f
|
Movement Data
Weight
|
Prejump Frames
|
Jump Frames
|
Average
|
5f
|
56f (OK)
|
Backdash Duration
|
Backdash Distance
|
Back Walkspeed
|
20f (Average)
|
142 (Far)
|
Average
|
Forward Dash Speed
|
Forward Walkspeed
|
4.2 (B)
|
Above 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.
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Normals
Standing Normals
5LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
4
|
7
|
High
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
7
|
512
|
112
|
Y
|
-
|
High
|
- Start of Normal Autocombo (LP>LP>LP>LP)
- Start of Special Autocombo (LP>LP>HP>HP>LP+HP)
|
|
cl.5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4 (8)
|
3(1)2
|
25
|
High
|
-5
|
-8
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16 (8)
|
1024 (512)
|
256 (128)
|
Y (1st hit)
|
-
|
High
|
- This move has 2 sets of active frames, but it will never actually hit twice
- The first 3 active frames hit directly in front of Lau and are special cancellable, dealing more damage/stun
- The final 2 active frames hit far above Lau as an anti-air similar to 2HP, but does less damage/stun
- Proximity range: ≤ 73
|
|
far.5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
15
|
High
|
+2
|
-1
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1536
|
384
|
N
|
-
|
High
|
- Has a lot of active frames for counterpoking, but it's unsafe to whiff at a range where it can convert into any damage
- Proximity range: ≥ 74
|
|
cl.5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
12
|
Low
|
+1
|
-1
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
512
|
144
|
Y
|
OTG
|
Mid
|
- Standing Low
- Frame advantage when chained into whiffed 5LP: +2/+0
- Proximity range: ≤ 89
|
|
far.5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
7
|
11
|
High
|
+1
|
-1
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
512
|
144
|
N
|
-
|
High
|
|
|
cl.5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
8
|
22
|
High
|
-4
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
1792
|
448
|
N
|
-
|
High
|
- Highest damage when used in anti-air juggles
- Proximity range: ≤ 81
|
|
far.5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
1
|
31
|
High
|
-6
|
-9
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
1792
|
448
|
N
|
-
|
Mid
|
- Only one active frame makes it very weak in neutral
- Proximity range: ≥ 82
|
|
Crouching Normals
2LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
5
|
6
|
Mid
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
4
|
512
|
64
|
Y
|
Self-chain
|
Mid
|
- Good for extended hitconfirms
- Strong, safe neutral button, especially against characters who are good at hopping over 2LK
- Frame advantage when chained into whiffed 5LP: +2/+0
|
|
2HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4 (7)
|
3*11
|
20
|
High
|
-8
|
-11
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*8
|
1024 (512)
|
256 (128)
|
Y (1st hit)
|
-
|
High
|
- Great Anti-Air
- Like cl.5HP, will only hit once; initial hitbox is in front of Lau and special cancels; later active frames hit above Lau
- Compared to cl.5HP, followup chained normals can be delayed much longer
|
|
2LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
5
|
6
|
Low
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
768
|
144
|
Y
|
OTG, Self-chain (slow)
|
Mid
|
- Great range and hitbox for a light attack; allows link confirms into 2HK
- Frame advantage when chained into whiffed 5LP: +2/+0
|
|
2HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
7
|
29
|
Low
|
-10
|
-13
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1024
|
384
|
Y
|
OTG
|
Mid
|
- Extremely strong poke due to Lau's safe 236P cancel, but unsafe on hit or block if not cancelled
- 22f window to confirm into specials on hit, but only 14f window on block. This means it is difficult to confirm into 236P on block and 236HK on hit.
- If chained into a whiffed far.5HP, becomes -4 on hit, -7 on block (rarely useful, since 236HP is better in every regard)
|
|
Air Normals
j.LP Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
768
|
144
|
-
|
-
|
Mid
|
- Weak hitbox and few active frames make it ineffective as a jump normal
|
|
j.HP Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
12
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20
|
1280
|
320
|
-
|
Spike, Squish
|
Mid
|
- Amazing active frames for a jump normal
- OTG vs M. Lion
|
|
j.LK Diagonal Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
-
|
Crossup
|
High
|
- Fairly weak crossup normal
|
|
nj.LK Neutral Neutral
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
-
|
-
|
High
|
|
|
j.HK Diagonal Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1024
|
384
|
-
|
Crossup
|
High
|
|
|
nj.HK Neutral Neutral
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1024
|
384
|
-
|
Crossup*
|
High
|
- Very weak crossup hitbox, will only work if opponent dashes directly below Lau
|
|
Command Normals
6HK Universal Overhead Universal Overhead
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
5
|
19
|
Overhead
|
+2
|
-1
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20
|
1280
|
320
|
N
|
KD0, Airborne 3-20f
|
Mid
|
- Great tool in neutral; unreactable startup, great forward movement, and generally beats crouching buttons
- Can combo afterward if used as a meaty (most commonly after air resets)
|
|
Throws
HP Throw
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
--
|
--
|
Throw
|
KD
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
32
|
0
|
512
|
-
|
Backturn
|
-
|
- Can juggle afterward in the corner; opponent will be backturned, so they can't backdash out of mixup
- Because Lau has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
- Range: 58
|
|
HK Throw
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
--
|
--
|
Throw
|
KD
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
32
|
0
|
512
|
-
|
Backturn
|
-
|
- Can juggle in the corner vs. Yeung and Sam (2LK > 2HP xx 623P mash)
- Because Lau has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
- Range: 58
|
|
Special Moves
Rising Dragon (Uppercut / Scoop Johnson)
623P
623P Input Priority: above 236P and 236K Input Priority: above 236P and 236K
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
20
|
18 + 9 land
|
Mid
|
KD
|
-24
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24/(16)/(8) + (2x4)
|
1536*(256x4)
|
384*(24x4)
|
-
|
Invincible 1-7f, [Mashable]
|
-
|
- Damage of 1st hit depends on which active frame connects
- 24: 1-2f, 16: 3-4f, 8: 5-20f
- [Up to 4 additional mashed hits when used in juggles, 2 damage each; not included in active frames]
- Usually the highest damage juggle ender due to its consistency
- First hit can hit OTG against M. Lion
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
2*2*24
|
27 + 16 land
|
Mid
|
KD
|
-44 (-46)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
14*12*10 + (2x4)
|
1024*768*512 + (256x4)
|
224*144*120 + (24x3*16)
|
-
|
Invincible 1-8f, [Mashable]
|
-
|
- Up to 4 additional mashed hits when used in juggles, 2 damage each; not included in active frames
- Harder to make the mashed version fully connect
- (Worse on block vs. crouching opponents)
- Extra mashed hits are character-specific, and usually only work in juggles
- First hit can hit OTG against M. Lion
|
|
Dragon Flame (Fireball)
236P
236P Input Priority: above 236K, below 623P Input Priority: above 236K, below 623P
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
15
|
2*2*3
|
22
|
Mid
|
KD
|
+5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12*6*6
|
1024x3
|
192*(96x2)
|
-
|
-
|
-
|
- 7 total active frames, 3 hits
- Less effective range than the HP version, but offers real pressure afterward
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
18
|
2*3*2*2*3
|
32
|
Mid
|
KD
|
-5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8*6x4
|
1024x5
|
128*(96x4)
|
-
|
-
|
-
|
- 12 total active frames, 5 hits
- Great chip damage tool with pushback that makes it very safe
|
|
Dragon Kick (Tatsu)
236K
236K Input Priority: below 236P and 236K Input Priority: below 236P and 236K
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
3(7)4
|
21
|
Mid
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*8
|
1024*512
|
256*128
|
-
|
Airborne 1-28f
|
-
|
- Avoids throws and low attacks
- Relatively safe on block if spaced well, and can set up throw situations
- Can set up left/right mixups if cancelled into during a juggle
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
9
|
3(7)4(5)4
|
26
|
High
|
KD
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
14*12*10
|
1024x3
|
224*192*160
|
-
|
Airborne 1-39f
|
-
|
- Only hits standing opponents, and sets up juggles anywhere on screen if it hits
- Avoids throws and low attacks
- Useful as a punish for high-pushback attacks due to its long range and high reward
- Only move in the game that grants the opponent a 2f guard cancel reversal window
- (In practice this is irrelevant since the move is already very unsafe, and can be made more unsafe by crouch blocking)
|
|
Super
Dragon's Breath
236LP+HP
236LP+HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
5+5
|
--
|
56
|
Mid
|
KD
|
-24
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10x6
|
1024x6
|
160x6
|
-
|
Invincible 1-10f
|
-
|
- 19f super flash. Frame advantage on block depends on spacing (farther = safer).
- Chip Damage: ~11%
- Projectile will always come out regardless of whether Lau is hit. Travels across entire screen until it hits someone or moves past the corner.
- An opponent's forward-moving attack may whiff through the Super projectile at close range.
- Lau can be thrown to punish and avoid the projectile, but it requires frame perfect timing. Only recommended if there is no other option to survive.
- From very close range, the final knockdown hit may whiff, making the Super unsafe on hit.
-Additionally, there is a bug where Player 1 will be more unsafe (-15) than Player 2 (-12) in this instance
- Can connect one hit OTG against M. Lion if you make him bounce with another OTG first
|
|
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
|
10
|
4(22)2
|
30
|
Overhead / Mid
|
KD
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8*16
|
512*1024
|
128*256
|
-
|
Invincible 1-9f, airborne 1-14f
|
-
|
- 2 hits with a 4f gap in between hits
- If both hits connect, uses up all juggle potential
- Can juggle if only the 2nd hit connects with opponent
|
|
Getup HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
3(12)2
|
25
|
Mid / Mid
|
KD
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8*16
|
512*1024
|
128*256
|
-
|
Invincible 1-6f, OTG
|
-
|
- 2 hits (tight blockstring)
- Only getup attack in the game that does chip damage on block
- Does not hit low, despite its animation, severely weakening the mixup potential
- This move 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
|
49
|
6
|
18
|
Overhead
|
[-38] / (+0)
|
[-34] / (+5)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
14 * (4 each)
|
512
|
-
|
-
|
OTG, Mashable
|
-
|
- Only usable on a knocked down opponent
- First hit does 14 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 -(Frame Advantage) only if the final active frame connects, causing Lau 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
|
16
|
0
|
256
|
-
|
-
|
-
|
- 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
- Lau will take damage before the Counter happens, so it cannot save him from a KO
- Counter can only be performed while knocked down
-If Lau wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
- Can only juggle afterward if near the corner, similar to his post-throw combos
|
|
Auto Combos
Normal Autocombo - LP > LP > LP > LP
|
> LP
(2)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
2
|
12
|
High
|
+5
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6
|
512
|
96
|
N
|
-
|
-
|
- Can be linked out of, same animation as cl.5LP from Kung-Fu Master
|
|
|
> LP
(3)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
2
|
17
|
Mid
|
0
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
N
|
-
|
-
|
- Animation is unique to this autocombo
|
|
|
> LP
(4)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
14
|
2
|
28
|
High
|
-4
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16
|
1024
|
256
|
N
|
-
|
-
|
|
|
Special Autocombo - LP > LP > HP > HP > LP+HP
|
> LP
(2)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
2
|
12
|
High
|
+5
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6
|
512
|
96
|
N
|
-
|
-
|
- Can be linked out of, same animation as cl.5LP from Kung-Fu Master
|
|
|
> HP
(3)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
3
|
24
|
High
|
-1
|
-4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
N
|
-
|
-
|
|
|
|
> HP
(4)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
18
|
2
|
26
|
High
|
-2
|
-5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12
|
768
|
192
|
N
|
-
|
-
|
- Same animation as 2HP but lunges forward
|
|
|
> LP+HP
(5)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
2*2*24
|
27 + 13 land
|
Mid
|
KD
|
-41 (-43)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10*8*6
|
512x3
|
160*128*96
|
N
|
-
|
-
|
- (data against crouching opponent), same animation as 623P but can't be mashed, no chip damage
- Can get one OTG hit against M. Lion. If you ever win with this, your opponent has to delete their game.
|
|
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