Normals
Standing
5A
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
15/1
|
5
|
7
|
12
|
Any
|
+4/-11
|
-
|
M
|
o/o
|
-
|
Speed
|
8/0
|
5
|
7
|
12
|
Any
|
+4/-11
|
-
|
M
|
o/o
|
-
|
A slow jab with a bulky hitbox. Tied for the single most active jab in the game at a whopping 7f, matched only by Shigen's 4a.
|
|
4A
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
15/1
|
5
|
7
|
9
|
Any
|
+7/-8
|
-
|
M
|
x/x
|
-
|
Speed
|
8/0
|
5
|
7
|
9
|
Any
|
+7/-8
|
-
|
M
|
o/o
|
-
|
An incredibly active jab with a sizable disjoint. Incredible tool to wall out opponents as it will catch most hops while out-prioritizing many grounded pokes.
|
|
5B
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
27/3
|
15
|
2
|
24
|
Any
|
+3/-10
|
-
|
M
|
o/o
|
-
|
Speed
|
16/0
|
15
|
2
|
24
|
Any
|
+3/-17
|
-
|
M
|
o/o
|
-
|
Primarily used in speed chains. Rebounds on block in power
|
|
6B
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
50/6
|
19
|
5
|
28
|
Any
|
-3/-13
|
-
|
M
|
x/x
|
-
|
Speed
|
23/0
|
13
|
5
|
28
|
Any
|
-3/-23
|
-
|
M
|
x/x
|
-
|
|
|
4B
Pushing buttons, are we?
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
43/5
|
24
|
4
|
34
|
Any
|
KD/-28
|
-
|
M
|
-
|
-
|
Speed
|
31/0
|
16
|
2
|
28
|
Any
|
-3/-20
|
-
|
M
|
-
|
-
|
Basically an entirely new move in either power or speed, but in both cases this move has super armor during startup and can serve as a rather effective anti-air due to it.
Causes Hard Knockdown. Against airborne, you can get run in OTG throw afterward.
|
|
5C
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
15/1
|
9
|
4
|
20
|
Any
|
-1/-16
|
-
|
M
|
o/o
|
-
|
Speed
|
14/0
|
9
|
4
|
20
|
Any
|
-1/-16
|
-
|
M
|
o/o
|
-
|
|
|
6C
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
8+24/1+3
|
7
|
2-3
|
28
|
Any
|
-/-23
|
-
|
M
|
o/o
|
None
|
Speed
|
4+21/0+0
|
7
|
2-3
|
28
|
Any
|
-/-23
|
-
|
M
|
x/x
|
None
|
A 2 hit normal that will cause a wallbounce on the second hit.
|
|
BC(Power)
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
61
|
45~65
|
2
|
44
|
Any
|
KD
|
-
|
UB
|
x/x
|
None
|
An unblockable which can be held to extend the startup and increase damage. Due to the insanely long minimum startup and mediocre rewards, this move is not particularly useful.
|
|
BC(Speed/EX)
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
19/0
|
22
|
3
|
23
|
Any
|
-/-20
|
-
|
H
|
x/x
|
-
|
An overhead that will cause a crouching opponent to stagger. Launches otherwise.
|
|
3C (OTG)
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
26/3
|
20
|
1
|
34
|
Ground
|
N/A
|
-
|
N/A
|
x/x
|
-
|
Speed
|
21/0
|
20
|
1
|
34
|
Ground
|
N/A
|
-
|
N/A
|
x/x
|
-
|
|
|
Special Taunt
START
A round of applause
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
2
|
30
|
-
|
-
|
Any
|
-18
|
-
|
UB
|
x
|
N/A
|
A unique taunt with a hitbox tied to it. Technically unblockable, however it can be crouched under (and has slow enough startup for the opponent to do so on reaction). Unsafe on hit. Deals a very slight amount of damage, meaning you can technically end the round with this.
|
|
Crouching
2A
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
15/1
|
5
|
5
|
13
|
Any
|
+5/-10
|
-
|
M
|
o/o
|
-
|
Speed
|
14/0
|
5
|
5
|
13
|
Any
|
+5/-10
|
-
|
M
|
o/o
|
-
|
Cancelable 2A in power mode, making it a reliable confirm to 214A 236236AB. Links from 4A
|
|
2B
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
17/2
|
22
|
2-2
|
30
|
Any
|
-5/-10
|
-
|
L
|
x/x
|
-
|
Speed
|
14/0
|
22
|
2-2
|
30
|
Any
|
-5/-23
|
-
|
L
|
o/o
|
-
|
A low that's slow enough to become reactable. However, the range on this move can give it some utility as a poke. Can only combo after a dashing A/B in speed or ex mode.
|
|
2C
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
15/1
|
5
|
3
|
16
|
Any
|
+4/-11
|
-
|
L
|
x/x
|
-
|
Speed
|
14/0
|
5
|
3
|
16
|
Any
|
+4/-11
|
-
|
L
|
o/o
|
-
|
|
|
3C
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
26/3
|
9
|
3
|
25
|
Standing/Air
|
KD/-19
|
-
|
L
|
-
|
-
|
Speed
|
21/0
|
9
|
3
|
25
|
Standing/Air
|
KD/-19
|
-
|
L
|
-
|
-
|
|
|
Air
jA
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
15/1
|
1
|
5
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
Speed
|
11/0
|
1
|
5
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
The 1f startup on this normal makes it difficult for many characters to contest directly, as they will need to throw out an air-to-air preemptively rather than reacting to the fact you jumped.
|
|
jB
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
30/3
|
15
|
2
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
Speed
|
13/0
|
15
|
2
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
|
|
jC
Text
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
Power
|
15/1
|
3
|
8
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
Speed
|
11/0
|
3
|
8
|
N/A
|
Any
|
N/A
|
-
|
H
|
x/x
|
-
|
This move's solid air-to-ground priority and myriad of active frames make it an effective tool for covering a variety of options in the vein of a body splash.
|
|
Special Moves
White Tiger Talon - 214A/B
214A
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
17
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
214B
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
31
|
3,3,4
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B version has super armor, 3rd hit causes knockdown. Super cancelable
|
|
- Shigen hits with stone hand
- Super Cancel able
- Causes Hard Knockdown against airborne, allows you to do a run in OTG throw.
White Tiger Pounce - 214C
214C
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
P 27/S 22
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
- Shigen hits with shoulder
- Follow up with Pounce Continued (qcb + C) in speed/ex
Exploding Spirit Blast - 623A
623A
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
24
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Crumples on hit, guaranteeing an otg throw after. In speed/ex you can confirm a fandango from this if it hits up close.
|
|
Shout Blast - 623B
623B
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
19
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Unblockable and undeflectable (is this a word?) anti air grab.
|
|
Kingfisher Crunch 41236 A/B/C (in-close)
41236A
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
9
|
1
|
43
|
-
|
-
|
-
|
-
|
-
|
-
|
Recovery is when the move misses
|
|
41236B
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
21
|
2
|
44
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
41236C
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
21
|
6
|
44
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
- Shigen gets a hold on opponet and chokes them and slams them to the ground
- on Power mode, A version can be comboed
- on Power mode, B version invokes Shigen's super armor
- C version is a long-range grab
Diamond Smasher - 632146C (in-close)
632146C
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Instant command grab, has more range in power than speed/ex.
|
|
- On Power mode, You can combo into it.
- Shigen grabs opponent and throws them into the air, and slams them into the ground
- From Diamond Smasher, perform Kai (41236A)
- From Kai, perform Kai (214A)
- Follow up from [1st] Kai with Retsu (214B)
- Follow up from [1st] Kai with Shinden Taichi (6321463214AB) DM
- From Diamond Smasher, perform Aku (41236B)
- From Aku, perform Shou (214A)
- Follow up from Aku with Da (214C)
- Follow up from Aku with Dohatsu Taiten (6321463214C) sdm requirements for this follow up
- Opponent can mash buttons to match what you used. On succession they break the throw. Can't break supers. Note that mashing all the buttons together isn’t a reliable escape method.
- You can do no follow up to counter opponent's mashing. It will put them into special launch state, can be ground teched, where you can do a run in OTG throw or dash attack to counter tech.
Desperation Moves
Bouko Hyouga - 236236AB
236236AB
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
20
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
- Shigen activates his stone armor and dashes shoulder-first against opponent
- Follow up with Kyouten Douji (6321463214B)
- Follow up with Yuuchuu Maisai (41236B)
Inga ouhou - 412364AB
412364AB
What is damage scaling?
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Shigen crosses his fists in a counter-stance. If hit, while his arms are being crossed he grabs opponent and smashes them in a pile of spikes for the single highest damage move in the game. Will counter anything physical that hits high or mid, will not counter lows or projectiles.
|
|
Destiny's Retribution - 6321463214AB
6321463214AB
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
26
|
1
|
36
|
-
|
-
|
-
|
-
|
-
|
-
|
Command grab super boasting extended range. Cannot be combod into normally (with a few exceptions). Recovery listed is when it misses
|
|
Super Desperation Moves
Fugu Taiten
6321463214B
Text
|
Damage
|
Startup
|
Active
|
Recovery
|
State
|
Frame Adv
|
Meter
|
Guard
|
Cancel
|
Tech
|
-
|
P 30/Ex 18
|
1
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
Grab boasting incredible range. Starts up faster in ex mode than power. Ignores damage scaling. Cannot be combod normally (with a few exceptions)
|
|
Combos
Any Mode
hcb, f C (close-in), hcf A, qcb A
Dash A/B, qcb A
j B, B, qcb C, CD
Dash A/B, qcf, qcf AB, hcf B
j B, B, qcf, qcf AB, hcf B
Power Mode Only
Dash A/B, hcf A
j B, B, hcf A
j B, B, hcb, f C, hcf B, qcb A, CD
Dash A/B, hcb, f C, hcf B, hcb, hcb C
EX Mode Only
Dash A/B, B, qcb A, qcf, qcf AB, hcf B
j B, b A, A, A, B, qcb A, qcf, qcf AB, hcf B
Power and EX Mode
Dash A/B, qcb A, qcf, qcf AB, hcf B
j B, B, qcb A, qcf, qcf AB, hcb, hcb B, CD
hcb, f C, hcf B, hcb, hcb C, CD
Speed and EX Mode
j B, A, B, C, CD
Dash A/B, BC, qcb A, CD
Dash A/B, B, qcb C (x2), qcb A, CD
j B, b A, A, A, B, qcb C (x2), dp B
j B, b A, A, A, B, qcf, qcf AB, hcf B
Super Speed Combos
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + 236B
A + B + C + 2C + 2C + 6BC
A + B + C + 2C + BC + 236B
descriptions about each speed combo routes, dont know about any detail or form around these sections.
1. H, H, H, M, H, H, H, H, Throw. As all universal routes are, this is worst one by far. don't use this. does only 113 damage and they can block all by standing.
2. H, H, H, M, H, H, M, L, L, H. It does somewhat low damage for low route, 125 damage. they can recover after this and it leaves them pretty far away so you lose your offense turn. Don't use this as well. might try some mixup around with latter ones.
3. H, H, H, L, H, M. Your goto. it does 115 damage. but you can follow into 4B then OTG throw (CD). it will do 151 damage. highest possible damage for Speed Shigen.
4. H, H, H, L, M, H, H, H, H. Your second goto. does less damage than launcher route, 133 damage, but its hard knockdown and has fast enough recovery to add a run up OTG throw. total 146 damage.