ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAOAPAQARASATAUAVAWAXAYAZBABBBCBDBEBFBGBHBIBJBK
1
LPLKMPMK 1st hitMK 2nd hitHPHKc.LPc.LKc.MPc.MKc.HPc.HKb.HK 1st hitb.HK 1&2 hitb.HK 2nd hit*f.MKKyoretsushu*
2
OHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBOHOCHOBANYOHOCHOB
3
Tensenrin.LPBSD*1BSBSBSBSBSBSBSBSBSBSBS
4
Tensenrin.MP
5
Tensenrin.HP1HW1HW
6
Tensenrin.EX
7
8
Ryodansatsu.LKTFT0
OS*1
FT0BS
9
Ryodansatsu.MKFT0FT**FT0CrCr
10
Ryodansatsu.HK
OS*1
OS*1
CrCrCr*Cr*
11
Ryodansatsu.EX
OS*2
OS*2
CrCrCrCrCr
12
13
Fuharen.EXBSBSBSBSBSBSBSBSBSBSBSBSBS
14
15
Fuharen.store.ANY
DD
FT1*EC
DDBSDDD*1DDD*1DDD*2DDD*1DDD*1DDD*1BSDDD*1BS
16
17
release.LKD*1D*2BSD*2DDD*2D*3DDD*2DDD*2BSBSD*2D*1D*1D*2BS
18
release.LK (FSEα)D*1D*2BSD*2D*1D*1D*2DDD*3DDD*1D*4D*1DDD*2DDD*2BSD*1BSD*3D*1D*1D*2BS
19
release.MKCrCrCrCrCrCr
20
release.MK (FSEα)
CrD*3CrCrCrCrCrCr
21
release.HK
FT4*EC
T +9
BSBSBSFT4BSBSBSBSBSBSBS
22
release.HK (FSEα)
FT4*EC
T +9
BSBSBSBSFT4FT4FT4BSBSBSBSBSBSBS
23
24
Kasatsushu.uncharged
25
Kasatsushu.charged
FT
T +22
BSBSBSFTBSBSBSBSBSBS
Hold
BS
26
27
Sakkai Fuazan (CA)
DDD*2DDD*3BSBSBSCFD*1FTBSD*3BSBSBSBSWP
28
D*1: L or WPD*1: BS or FTD*1: BS, WPd, BtND*1: Dist.<1.07D*1: BS or WPdD*1: L, WP, BtND*1: Dist.<0.74D*1: L, WPD*1: BS, WPd, BtND*1: BS, WPdFT**: T to 3F but KD and +44~45D*1: FT, WP, BND*1: BS, WPd*Dist.>1.32*: on standing opponent
29
D*2: FT or WPD*2; L, WP, BtND*2: FT, WPD*2: FT, WP, BtND*2: L or WPD*2: FT, T, WP, BtND*2: BS, WPD*2: FT, WP, BtND*2: BS, FT2, WPD*1: Dist.<Max
30
D*3: FT or WPD*3: L, WPD*3: BS or WPD*3: L, WPD*2: BS, FTD*1: BS, WPdD*3: BS, FT3, WPD*2: FT, WPCr*:: Juri end up on other side
31
D*4: L, WP, TCr*:: Juri end up on other side
32
OHOn HitConnects
33
OCHOn Counter HitNot recommended as some hits may whiff depending on distanceOS*1Can made safe with xx vtrigger: +9OB. If you can cancel into vtrigger on hit, confirm with :
34
OBOn BlockDoes not connectFuharen.EX (232, 360)Move name= EquivalentMotionStick (facing right):
35
Special propertiesTensenrin.HP/EX (196/220 +24, 320/360 +40) Tensenrin.LP/MP will connect but do less dmg and stunTenserin= Dragon623 anyP
7(ub)
8(u)
9(uf)
36
Frame TrapsSituationIs not cancellableOS*2Launches opponent in juggle state. Confirm juggle with:Ryodansatsu= Hasanshu214 anyK4(b)5(n)6(f)
37
FT0KD. +24 / +29 / +83.Fishing moves (only connects on CH, good for neutral fishing)release.HK xx release.MK (274, 491)Fuharen= Fireball store236 anyK
1(df)
2(d)
3(df)
38
FT1*ECKD. +40 / +45 / +99.Fuharen.EX (280, 435)Release= Fireball release236 anyK
39
FT**KD. Even though you trade with 3f, you're immensely + on opponent KD: +44~+45.Tensenrin.HP/EX (264/288 +24, 435/475 +40)Kyoretsushu= Target combo MP xx 4HP/6HPButtons:
40
FT2+5~6 but too far to connect any normal or special. +17~18 if xx vtrigger.xx vtrigger uf.LK/LP xx uf.MK xx uf.HK/HP (261, 440)Kasatsushu= Target combo MP xx 4HP/6HPLPMPHP
PPP
41
FT3KD. +37~38 / +42~43 / +96~97 if counter hit, +39 / +44 / +98 if whiff punishing.xx vtrigger uf.LK/LP xx uf.MP/MK Tensenrin.EX (298/301, 500/500) Tensenrin.EX is harder to link after uf.MKSakkai Fuhazan= Critical Art214 214 anyKLKMKHKKKK
42
FT4 (*EC)KD. +37 / +42 / +96.xx vtrigger uf.LK/LP xx uf.MK xx uf.HP Tensenrin.EX (324, 520) in corner only
43
FT5KD. Advantage depends on distance (CH/WP) but is at least +36 / +41 / +95.release.HK 2nd hit xx vtrigger release.HK Fuharen.EX/Tensenrin.EX (352/355 +3, 612/637 +25) will combo if opponent starts mid screen.
44
45
KeyAdditionnal notes:
46
Block StringBSJuri's HK has the same cancel system as close.HP from USF4. HK is cancellable when in FSEα but its animation will *always* run until the end before starting the release.HK animation. That's why it's not a block string but a frame trap on block instead.
47
Distance dependant, reliable at close range onlyD
48
Distance dependant, not reliable and not recommendedDNote that they *are* ways to have some special moves connect *after* Kyoretsushu (target combo), but this table just focuses on cancelling. So it shows the result if you cancel the last hit of the target combo with the special move listed.
49
Frame Traps 3fFT
50
Loses to 3fL
51
Trades with 3fT
52
Early Cancel for most efficiency, might trade or be whiff punished otherwise*EC
53
You get Whiff Punished by 3f
WPd
54
You Whiff Punishes 3fWP
55
Option Select when you fish for counter hit during neutral game or shimmy. Check the OS table and look for x for the options/inputsOS*x
56
57
Back to NeutralBtN
58
Might win versus a crouched light attack by going over it and whiff punishing itCr
59
Confirm (it's not an actual cancel, it's a confirm instead)CF
60
1 Hit Whiffs
1HW
61
Hold MP+MK and release at the right timing to connect
Hold
62
Knock opponent DownKD
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100