Sango Guardian Chaos Generation/Xiahou Dun/Moves

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Normal Attacks

Standing

5A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A fairly standard jab. Whiffs on crouchers. Can be used as situational anti-air, but don't count on it.

5B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

High-angled kick. Pretty dang good anti-air if spaced correctly, and still manages to hit crouchers at point-blank range.

5C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A quick right hook. Fairly fast for a heavy button, but somewhat short range. Pretty much outclassed by 2C.

5D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A big knee strike. Pretty good range for its speed, but unsafe on block.

5CD
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

An elbow strike Force Attack. Its small bit of forward movement gives it some nice range.

Crouching

2A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A pretty standard crouching jab. Good frame advantage and self-chain makes it great for starting pressure.

2B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Great low poke. Somewhat short range, but it's even on block, so it can be useful for frame traps.

2C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

The god button. Great range, plus on block, starts combos. This button basically sums up Xiahou Dun as a character.

2D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Decent range for a sweep, and grants a hard knockdown, but has pretty much no blockstun, so you're getting punished if it gets blocked.

Jumping

j.A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A downward-angled punch. Small hitbox and weird angle make it not very good for air-to-air or air-to-ground.

j.B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

The stanky leg. The hitbox on this thing is ridiculous. Great air-to-air. Can cross up, but it's not necessarily easy to get combos in that situation.

j.C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A jumping hammer fist. Decent as a jump-in, but you'll be using j.D more.

j.D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A spinning jump kick. Great jump-in, and covers enough space to be useful as a pre-emptive air-to-air, but j.B is still better for that purpose.

j.CD
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A jumping elbow strike. Great range with a good hitbox. Difficult to anti-air, but knocks down on hit, so you may prefer j.D for a jump-in if you're looking to mix people up.

Command Normals

6D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Guile's Bazooka Knee. Can link into a combo if hit at the right spacing, but is pretty unsafe otherwise.

8AC
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A jumping overhead attack with a similar animation to j.C. Not as fast as 8BD, but gets an easier link on hit.

8BD
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Another jumping overhead attack, this time a high-angled kick. Incredibly strong. Difficult to react to, converts into a full combo on hit and is completely safe on block.

Target Combos

2C,D,B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Arguably Dun's most important string. Links from 2A, all hits are special cancelable and the last hit links back into 2C. String is loopable during MAX Mode or Ultra. Really bad on block, though.

5A,C,A,D,A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Launches on the final hit for a juggle. All hits are special cancelable, but the final hit won't connect on crouchers.

5B,B,C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Another launcher string. Final hit is an overhead, but doesn't combo from the second hit. Last hit is special cancelable. Mainly used in some slightly gimmicky mixups.

1B,B,B,B,B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

None of these hits are low. The first three hits are special cancelable.

Universal Mechanics

Throws

Forward throw
Forward throw
Back throw
Back throw
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Forward - Throw - - - - -

Xiahou Dun beats the opponent up a little before smacking them down to the ground. Causes hard knockdown and leaves the opponent directly in front of him for okizeme.

Back - Throw - - - - -

Xiahou Dun snaps the opponent's neck before tossing them backward, leaving them at a mid distance from him. Effectively resets to neutral.

Dodge Attack

5AB~X
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Hopdash Attack

222C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Uses Xiahou Dun's j.CD animation, but behaves like a

Guard Cancel Force Attack

CD while blocking
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Special Moves

Wolf Drop
236P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Exactly like Bryan Fury's Fisherman's Slam from Tekken. Staple combo part. The ground slam is a full OTG state that allows you to pick up for a combo.

EX - - - - - - -

The EX version gains full projectile invincibility.

Wolf Flash
623P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

A fairly quick short-range uppercut. Fully invulnerable on startup, but is in counter hit state during recovery. Launches the opponent into the air. Can be cancelled into a super jump on contact, making it completely safe, although it only allows a combo on counter hit.

EX - - - - - - -

The EX version recovers faster and launches the opponent higher up, leaving them in a class 1 juggle state.

Whirlwind Fist
214A
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

214A results in a launching left hook that hits overhead, while 214C results in an elbow slam that hits overhead and causes a hard knockdown. 214A launches the opponent, but requires a super or a MAX cancel to combo.

EX - - - - - - -

The EX version performs a twin hammer fist blow that knocks the opponent down slower than 214C, allowing it to pick up into supers or some follow-ups with a MAX cancel.

Snow Wolf Blade
214K
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

A spinning heel kick borrowed from Bryan Fury. Launches on hit, but requires meter to combo. Seems to have some lower-body invulnerability.

EX - - - - - - -

The EX version gains extra range.

Demon Wolf Headhunter
236K
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

An extremely long auto-combo special. Both A and C versions have different moves. They don't combo all the way through, but some of the hits in the middle are overheads, so if your opponent is sleeping, this might wake them up. Generally not worth using, though.

EX - - - - - - -

Gains one extra hit compared to the normal versions and will connect with crouching opponents all the way through, but otherwise has similar properties to the normal versions. Still not worth using.

Twin Stars of Sirius
623K
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

623B results in a low rush into an upwards kick. The startup does have an extremely low profile, so you can use it to go under fireballs and other moves. It is also a pretty decent reversal, but this move will not fully hit a crouching opponent unless you spend meter on the EX version. Mainly sees use as a combo extender after 236P.

623D results in a jumping reverse roundhouse kick. Launches, but you need to spend meter after to combo from it. This move is an overhead, though.
EX - - - - - - -
Wolf Tail Kick
j.236K
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

It's a divekick, alright. Can be tiger knee'd, but doesn't hit overhead. B version moves at a steeper angle than the D version.

EX - - - - - - -

EX version launches for a juggle.

Earth Wolf Shock
22B
Normal version
Normal version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

A stomping attack. It only hits OTG. Gives up oki, but useful to tack on some extra damage at the end of a combo.

Super Attacks

Wolf Pack Combination
236236P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Throws out rapid-fire punches before ending with a launching move that knocks down.

EX - - - - - - -

EX version ends with Wolf Drop, allowing a combo follow-up.

Revenge Attack

Eye of the Wolf
236236KK
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

UUWOOOAAAGGGHHHH. Xiahou Dun screams while clutching his cybernetic eye, activating a brand new ability: effectivley MAX Mode again, except he can also cancel normals and specials into his command normals. Part of what gives Xiahou Dun such flexible combos

Navigation

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FAQ
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Mechanics
Characters
Zhang Fei
Xu Chu
Huang Zhong
Lu Meng
Xiahou Dun
Xiahou Yuan
Wei Yan
Huang Gai
Zhao Yun
Zhang Jiao