wow ok this guy. Definitely unorthodox but i see a lot of potential. I'ma try to go more indepth than i usually do with him. My bad if it's still messy. I mess around in training mode for an hour or two and take notes of everything i see.
cl. A = Cancel, Even
st. A = Cancel, whiffs crouchers, Negative
cr. A = Cancel, whiff cancel, Positive
>best for hit confirms, as it chains into itself. Good range. You can chain three.
st. B = Cancel, Negative
cl. B = Cancel, Negative
cr. B = Cancel, Negative, Moves Xanadu forward
>probably will be good for whiff punishing. Active for awhile so it's great for punishing jumps.
st. C = No, Negative
>pretty good range.
cl. C = Cancel, Even
cr. C = Cancel, whiff Cancel, Negative
>His sweep. It being whiff cancelable will make for great mindgames.
st. D = Super Cancel, Positive
>Active for quite awhile, and quite large.
cl. D = Cancel, Two hits, Negative
cr. D = No, Launches airborne opponents, Negative
>Fantastic anti air. He can get great damage off of an anti air cr. D.
j. D = Cross Up
>Giant hitbox.
CD = Negative
f. A (raw) = 75/80
Juggles airborne opponents
Cancelable
Negative on block
Makes Xanadu airborne
Kinda hard to anti air with this. Great for juggle combos though.
Combos from lights
f. A (canceled) = 50/60
qcf A = 85/90
Uppercut with invuln
Combos from lights
Little horizontal range
qcf C = 123/120
More invuln than A version
Slightly more start up
Moves further
qcf AC = 177
Most invuln
Causes shockwave on landing, hits low, doesn't combo. Kinda a gimmick.
qcb A = 97/60
Forward moving attack
Combos from lights
Best way to combo into most of his supers
All versions hard knockdown, good cross up set up. Just jump forward for a cross up j. D. Probably a safe jump set up somewhere
If you hit an airborne opponent, you just get one hit
Unsafe
qcb C = 124/160
Slower than A version
Punish combo ender
Super cancel before 4th hit for best results
More difficult to punish
qcb AC = 165
Armor, but not on first frame
Goes further than regular versions
Juggles better
Very unsafe
qcf B = 66/50
Hitbox gets bigger the further in the animation
Very positive on block
Cannot guard cancel until last hit
Combos from heavy attacks
Can get juggles in the corner
Counts as projectile, can nullify them
This move is Xanadu's most appealing feature; you can just throw them out willy nilly and they can't do much.
qcf D = 87/70
Slower than B version
Active longer
Extremely positive on block
Only combos from CD
qcf BD = 113
About same speed as D version
Larger and more hits
Same frame advantage on block as D version
while you can get some stylish combos with this move, it scales the combo massively, so it's never worth it
hcb B/D = 130
Running command throw
Goes about half screen
Quite slow
Tick throws if canceled from a normal
Hard KD
B and D version are identical?
hcb BD = 160
Faster
Unlimited armor, though not on first frame
qcfx2 P = 179
Good in juggle combos
On landing creates low hitting shockwaves like qcf AC
Can whiff second uppercut if too far
Invuln start up
qcfx2 AC = 347
Better as an anti air than regular version
qcfx2 K = 176
Functions strangely in juggles
Combos from further ranges than qcfx2 P
Best for Advanced and Climax cancels
qcfx2 BD = 337
Slight invuln, more or less the same as regular version with extra hit
hcbx2 BD = 467
Running command grab
Active for a long time
Invuln start up
when it comes to his combos, anything more than 3 meters probably isn't worth it. Xanadu is probably best on point for that reason.
Meterless
cr. A x3 xx qcb A = 152/150
cr. A x2 xx f. A xx qcb C = 197/280
cr. B xx f. A xx qcb C = 188/250
cl. C xx f. A xx qcb C = 228/290
Anti Air
cr. D > qcb A = 147/100
cr. D > qcf C = 174/150 (216/190)
Corner
CD xx qcf D > f. A xx qcf C = 216/330
Corner Anti Air
cr. D > f. A xx qcf C = 241/230
1 Bar/2 Bar (number in parentheses is damage if using EX super)
cr. A x3 xx qcb A (1) xx qcfx2 K or BD = 252/120 (377)
cr. A x2 xx f. A xx qcb C (3) xx qcfx2 P or AC = 298/240 (391)
cr. B xx f. A xx qcb C (3) xx qcfx2 P or AC = 297/210 (398)
cl. C xx f. A xx qcb C (3) xx qcfx2 P or AC = 337/250 (438)
Anti Air
cr. D > qcfx2 P or AC = 249/70 (407)
Corner
CD xx qcf D > f. A xx qcf B (whiff) xx qcfx2 P or AC = 278/250 (372)
Corner Anti Air
cr. D > f. A xx qcfx2 P or AC = 331/150 (459)
cr. B xx f. A xx MAX > cl. C xx f. A xx qcb AC = 280/220
Corner
cr. B xx f. A xx MAX > CD > cr. D > qcf AC = 293/260
2 Bar
cr. B xx f. A xx MAX > cl. C xx f. A xx qcb C (3) xx qcfx2 AC = 411/340
3 Bar
cr. A x3 xx qcb A (1) xx hcbx2 BD = 479/120
cr. A x2 xx f. A xx qcb A (1) xx hcbx2 BD = 502/150
cr. B xx f. A xx qcb A (1) xx hcbx2 BD = 512/120
cl. C xx f. A xx qcb A (1) xx hcbx2 BD = 552/160
Corner
cl. C xx f. A xx qcb A (1) xx qcfx2 K xx qcfx2 AC= 560/160
cr. B xx f. A xx MAX > cl. C xx f. A xx qcb A (1) xx hcbx2 BD = 494/250
4 Bar/5 Bar (number in parentheses is damage if using EX super)
cr. A x3 xx qcb A (1) xx qcfx2 K (2) or BD (3) xx hcbx2 BD = 531/120 (589)
cr. A x2 xx f. A xx qcb A (1) xx qcfx2 K (2) or BD (3) xx hcbx2 BD = 554/150 (612)
cr. B xx f. A xx qcb A (1) xx qcfx2 K (2) or BD (3) xx hcbx2 BD = 573/120 (632)
cl. C xx f. A xx qcb A (1) xx qcfx2 K (2) or BD (3) xx hcbx2 BD = 613/160 (672)
cr. B xx f. A xx MAX > cl. C xx f. A xx qcb A (1) xx qcfx2 K xx hcbx2 BD = 590/250
cl. A = Cancel, Even
st. A = Cancel, whiffs crouchers, Negative
cr. A = Cancel, whiff cancel, Positive
>best for hit confirms, as it chains into itself. Good range. You can chain three.
st. B = Cancel, Negative
cl. B = Cancel, Negative
cr. B = Cancel, Negative, Moves Xanadu forward
>probably will be good for whiff punishing. Active for awhile so it's great for punishing jumps.
st. C = No, Negative
>pretty good range.
cl. C = Cancel, Even
cr. C = Cancel, whiff Cancel, Negative
>His sweep. It being whiff cancelable will make for great mindgames.
st. D = Super Cancel, Positive
>Active for quite awhile, and quite large.
cl. D = Cancel, Two hits, Negative
cr. D = No, Launches airborne opponents, Negative
>Fantastic anti air. He can get great damage off of an anti air cr. D.
j. D = Cross Up
>Giant hitbox.
CD = Negative
f. A (raw) = 75/80
Juggles airborne opponents
Cancelable
Negative on block
Makes Xanadu airborne
Kinda hard to anti air with this. Great for juggle combos though.
Combos from lights
f. A (canceled) = 50/60
qcf A = 85/90
Uppercut with invuln
Combos from lights
Little horizontal range
qcf C = 123/120
More invuln than A version
Slightly more start up
Moves further
qcf AC = 177
Most invuln
Causes shockwave on landing, hits low, doesn't combo. Kinda a gimmick.
qcb A = 97/60
Forward moving attack
Combos from lights
Best way to combo into most of his supers
All versions hard knockdown, good cross up set up. Just jump forward for a cross up j. D. Probably a safe jump set up somewhere
If you hit an airborne opponent, you just get one hit
Unsafe
qcb C = 124/160
Slower than A version
Punish combo ender
Super cancel before 4th hit for best results
More difficult to punish
qcb AC = 165
Armor, but not on first frame
Goes further than regular versions
Juggles better
Very unsafe
qcf B = 66/50
Hitbox gets bigger the further in the animation
Very positive on block
Cannot guard cancel until last hit
Combos from heavy attacks
Can get juggles in the corner
Counts as projectile, can nullify them
This move is Xanadu's most appealing feature; you can just throw them out willy nilly and they can't do much.
qcf D = 87/70
Slower than B version
Active longer
Extremely positive on block
Only combos from CD
qcf BD = 113
About same speed as D version
Larger and more hits
Same frame advantage on block as D version
while you can get some stylish combos with this move, it scales the combo massively, so it's never worth it
hcb B/D = 130
Running command throw
Goes about half screen
Quite slow
Tick throws if canceled from a normal
Hard KD
B and D version are identical?
hcb BD = 160
Faster
Unlimited armor, though not on first frame
qcfx2 P = 179
Good in juggle combos
On landing creates low hitting shockwaves like qcf AC
Can whiff second uppercut if too far
Invuln start up
qcfx2 AC = 347
Better as an anti air than regular version
qcfx2 K = 176
Functions strangely in juggles
Combos from further ranges than qcfx2 P
Best for Advanced and Climax cancels
qcfx2 BD = 337
Slight invuln, more or less the same as regular version with extra hit
hcbx2 BD = 467
Running command grab
Active for a long time
Invuln start up
when it comes to his combos, anything more than 3 meters probably isn't worth it. Xanadu is probably best on point for that reason.
Meterless
cr. A x3 xx qcb A = 152/150
cr. A x2 xx f. A xx qcb C = 197/280
cr. B xx f. A xx qcb C = 188/250
cl. C xx f. A xx qcb C = 228/290
Anti Air
cr. D > qcb A = 147/100
cr. D > qcf C = 174/150 (216/190)
Corner
CD xx qcf D > f. A xx qcf C = 216/330
Corner Anti Air
cr. D > f. A xx qcf C = 241/230
1 Bar/2 Bar (number in parentheses is damage if using EX super)
cr. A x3 xx qcb A (1) xx qcfx2 K or BD = 252/120 (377)
cr. A x2 xx f. A xx qcb C (3) xx qcfx2 P or AC = 298/240 (391)
cr. B xx f. A xx qcb C (3) xx qcfx2 P or AC = 297/210 (398)
cl. C xx f. A xx qcb C (3) xx qcfx2 P or AC = 337/250 (438)
Anti Air
cr. D > qcfx2 P or AC = 249/70 (407)
Corner
CD xx qcf D > f. A xx qcf B (whiff) xx qcfx2 P or AC = 278/250 (372)
Corner Anti Air
cr. D > f. A xx qcfx2 P or AC = 331/150 (459)
cr. B xx f. A xx MAX > cl. C xx f. A xx qcb AC = 280/220
Corner
cr. B xx f. A xx MAX > CD > cr. D > qcf AC = 293/260
2 Bar
cr. B xx f. A xx MAX > cl. C xx f. A xx qcb C (3) xx qcfx2 AC = 411/340
3 Bar
cr. A x3 xx qcb A (1) xx hcbx2 BD = 479/120
cr. A x2 xx f. A xx qcb A (1) xx hcbx2 BD = 502/150
cr. B xx f. A xx qcb A (1) xx hcbx2 BD = 512/120
cl. C xx f. A xx qcb A (1) xx hcbx2 BD = 552/160
Corner
cl. C xx f. A xx qcb A (1) xx qcfx2 K xx qcfx2 AC= 560/160
cr. B xx f. A xx MAX > cl. C xx f. A xx qcb A (1) xx hcbx2 BD = 494/250
4 Bar/5 Bar (number in parentheses is damage if using EX super)
cr. A x3 xx qcb A (1) xx qcfx2 K (2) or BD (3) xx hcbx2 BD = 531/120 (589)
cr. A x2 xx f. A xx qcb A (1) xx qcfx2 K (2) or BD (3) xx hcbx2 BD = 554/150 (612)
cr. B xx f. A xx qcb A (1) xx qcfx2 K (2) or BD (3) xx hcbx2 BD = 573/120 (632)
cl. C xx f. A xx qcb A (1) xx qcfx2 K (2) or BD (3) xx hcbx2 BD = 613/160 (672)
cr. B xx f. A xx MAX > cl. C xx f. A xx qcb A (1) xx qcfx2 K xx hcbx2 BD = 590/250