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- full: entire body
- head: upper invul but only at the top of their head, mostly useful for antiairs. will not beat meaty mid and high attacks (like close jabs or close heavies)
- upper: invul to most close-range attacks that are not lows and deep jumpins
- low: low invul
- A = light punch
- B = light kick
- C = heavy punch
- D = heavy kick
- AC = both punches
- BD = both kicks
- [] = hold (charge moves)
- P = any punch
- K = any kick
- # = any button (Kukri's 22#, Ash's 214#, etc)
- ----------------------------------------
- IMPORTANT NOTES, PLEASE READ:
- ONE:
- Some supers are fully invul on wakeup for many frames, but some are only invul for maybe 2 or 3 frames at most. I did -not- list these supers as invul because they do not carry their invul through to the attack, making them unreliable on wakeup. There are LOTS of these.
- TWO:
- This is --NOT-- a list of all special properties in the game, rather a list focused on wakeup reversals. There are plenty of armor moves and other interesting things going on that are not here, however I did notate any interesting things I found.
- ---------------------------------------
- Shunei
- full - 236236AC, 236236BD, Climax
- head - 623C/AC
- ---
- Meitenkun
- full - any [2]8P, any 236236P, 236236BD, Climax
- note: 28P has low range
- ---
- Benimaru
- full - any 623K, 236236AC, Climax
- upper - 236236C
- low - 236236A
- note: 623D has low range
- ---
- Ash
- full - [2]8D/BD, any 236236K, ABCD, Climax
- head - [2]8B
- ---
- Liz
- full - any 236236P, Climax
- head - 214B/D
- *236214P has only a frame or two of invul, any attack can beat all 3 versions clean if timed right.
- ---
- Kukri
- full - any 236236K, 236236AC, Climax
- upper - any 22#
- head - 214B/D
- *glitch*? if 236236A/C are used as a reversal, the meter is not spent.
- ---
- Kyo
- full - 623C/AC, 214236AC, any 236236P, Climax
- head - 623A
- upper - 214236A/C
- low - 63214B
- *his chargeable supers have no invul if you charge them
- ---
- Iori
- full - 623D, 623C/AC, Climax
- head - any 214P
- ---
- Chizuru
- full - 623C/AC, 214236C/AC, Climax
- head - 623A
- ---
- K'
- full - 623C/AC, 236214A/C, Climax
- head - 623A
- Use any 236214P to counter projectiles.
- 214BD has armor frame 1.
- ---
- Maxima
- full - Climax
- His 236236A and C supers have very brief full invul followed by high armor. The 236236K supers are the same, without the armor. Some low meaties will win.
- 623BD and 236236AC are low invul AND have high armor. More or less functioning the same as a fully invul wakeup.
- one frame command grab - 63214B
- ---
- Whip
- full - 41236C/AC, any super, Climax
- head - 41236A
- ---
- Isla
- full - 623D, any super, Climax
- head - 623B
- ---
- Heidern
- full - [2]8C/AC, any 214236K, Climax*
- upper - 623C
- head - [2]8A, 214BD
- Climax whiffs on crouchers at all times. [2]8A loses to basically everything except jumping normals. 623C has some armor after the invul is over.
- ---
- Dolores
- full - any super, Climax
- head - 4214B
- ---
- Terry
- full - 623C/AC, 623D*, 236236BD, any 214236P, Climax
- head - 623A
- *623D has full-body armor on frame 1.
- ---
- Andy
- full - 623C, 214236BD
- upper - 214236B/D
- ---
- Joe
- full - any 623K, 236236AC, Climax
- upper - any 214236K
- ---
- Ryo
- full - 623C/AC, 236214AC, Climax
- head - 623A
- ---
- Robert
- full - 623C/AC, 236214AC, Climax
- Same as Ryo, worse light DP.
- ---
- King
- full - 623BD, any super, Climax
- ---
- Yashiro
- full - any 236236K, Climax
- upper - 623C/AC*
- *upper body armor on frame 1, not strictly "invul". Lows beat these clean.
- ---
- Shermie
- full invul - any 236236K, Climax
- 214C/AC are invul to grounded attacks. Any jumpin stuffs them but it goes straight through most ground meaties.
- All 623K are invul to airborne attacks. Goes straight through a burn knuckle.
- 1-frame grabs - any 41236P, any 4123641236P
- ---
- Chris
- full - any 623K, any 214214K, Climax
- 236BD and Climax go through fireballs.
- ---
- Athena
- full - 623C/AC, any 6321463214P, Climax
- head - 623A
- ---
- Mai
- full - 214236BD, 236236AC, Climax
- head - any 236K
- As usual, poor wakeups all around for Mai. 236K having head invul is interesting because it's too slow to be a good reaction anti-air. I wonder what it's for.
- ---
- Yuri
- full - 623A/AC, any 214214P, 236214BD, Climax
- head - any 623K
- As with Ryo/Robert, the fireball supers and level 1 ranbus don't work on wakeup. Unlike them, her -light- DP is her main antiair and she has a 3rd super which does work on wakeup.
- ---
- Leona
- full - [2]8AC, Climax
- head - [2]8A/C
- *214236K has only a frame or two of invul. BD version has a little more but can still lose.
- Air super: unfortunately, can still lose to fireballs or jumping normals. Not invul while traveling.
- ---
- Ralf
- full - 214AC, any 214236K, Climax
- upper - 214C, 236236AC*
- low - 63214BD
- 236236AC has armor after a couple frames of full invul.
- All versions of 236236P go -through- projectiles. (the projectile keeps flying and is not destroyed)
- ---
- Clark
- full - 41236B*, any 623K, any 4123641236K**, Climax
- upper - 41236AC
- 1-Frame grabs: 41236D/BD, any 6321463214P
- *light backbreaker has full-body armor + throw invul on frame 1.
- **B and D Running Three only have a few frames of invul. BD Running Three can run through fireballs.
- AC mount tackle can beat high meaties and also anti-air.
- ---
- Antonov
- full - 623AC, any 236236P*, any 236236K**, Climax
- head - 63214BD
- *Will probably miss when using on wakeup, be careful.
- **236236K has only a few frames of invul. BD version is reliable on wakeup.
- BD Gigantic Back has some head invul, but it's slow so not sure how to use it.
- ---
- Ramon
- full - 41236A, 214BD, Climax
- low - 22AC, 214236BD
- 1-frame grabs: any 6321463214P/41236AC
- His Climax is a grab.
- EX Tiger Load has a couple of invul frames, interesting to see how/if it will be used.
- **214236B/D dont cost a bar if they dont work on wakeup**
- ---
- Dino
- full - 4214BD*, 63214C**, 236236BD, Climax
- upper - 236236B/D
- 1-frame grabs: 63214A, any 6321463214P
- *Misses often, hitbox seems very high
- **C grab is fully invul for a few frames, then has full body armor for a few more frames before the grab connects.
- ---
- Krohnen
- full - 623C/AC, any 236236P, Climax
- upper - 236236B/D
- ---
- Kula
- full - 623A/AC, 236236AC, 236236BD, Climax
- upper - 623C, 236236A/C, 236236B/D
- Her level 1 supers wont beat slides but will beat many other things.
- ---
- Angel
- full - 4623AC, Climax
- 4623K has a very small activation window.
- ---
- Blue Mary
- full - 623D/BD, any 214P*, 236214C/AC, Climax
- head - 623B
- low - 236AC
- projectile - 623AC
- 1-frame grabs: any 4123641236K
- *A and C versions of Real Counter are fully strike invul, but throwable. EX adds throw invul for complete invul.
- Probably the best suite of reversals in the game so far.
- ---
- Vanessa
- full - 236236AC, 214236AC, Climax
- upper - any 214/236K, any 214P
- Puncher Vision (214/236K) gets under more attacks/fireballs than 214P does.
- ---
- Luong
- full - any 236236K, 236214BD, Climax
- upper - 214BD
- 214BD is a good antiair into combo.
- ---
- Rock
- upper - 623C
- full - 623A/AC, 236236P, climax (both)
- low - 214AC[!]
- 236BD has invul above Rock's knees for a few frames, then counters non-lows (including jumpins).
- Any 236236K has full projectile invul for its travel time.
- Rock's Climaxes are invul long enough to run through fireballs at mid-screen.
- ---
- B.Jenet
- full invul - any 236236K, 236236AC
- 236BD has invul against airborne attacks.
- 214236CD is a 2nd-frame counter (the 1st frame is fully invul).
- any 236236P super can travel through projectiles briefly. (It can get through two of Joe's EX tornadoes, but it's difficult to get through all three.)
- ---
- Gato
- full - 623B/BD, 236236AC, any 236236K, climax
- The travels of climax and 236236D are projectile invul.
- 236236C seems to beat attacks sometimes that A version can't. Perhaps it has an extra frame of invul, but I'm not sure exactly why. Neither are great wakeups, both can trade.
- ---
- Omega Rugal
- reversals:
- fully invul - any 623K, 236214AC, 236236BD, climax
- Level 1 punch super can trade while traveling.
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