Difference between revisions of "The King of Fighters '94/Andy Bogard/Data"

From Dream Cancel Wiki
Jump to navigation Jump to search
 
(24 intermediate revisions by 3 users not shown)
Line 11: Line 11:
| input = cl.A
| input = cl.A
| images = KOF94 Andy clA.png
| images = KOF94 Andy clA.png
| hitboxes =  
| hitboxes = KOF94 Andy clA_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 3
| recovery = 5
| hitadv = +5
| hitadv = +2
| blockadv = +3
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 30: Line 30:
| input = cl.B
| input = cl.B
| images = KOF94 Andy clB.png
| images = KOF94 Andy clB.png
| hitboxes =  
| hitboxes = KOF94 Andy clB_Hitbox.png
| damage =  
| damage = 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Mid
| cancel = C
| cancel = 5B, 2B, SP
| startup = 6
| startup = 3
| active = 4
| active = 4
| recovery = 8
| recovery = 5
| hitadv = ±0
| hitadv = +2
| blockadv = -2
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 49: Line 49:
| input = cl.C
| input = cl.C
| images = KOF94 Andy clC.png
| images = KOF94 Andy clC.png
| hitboxes =  
| hitboxes = KOF94 Andy clC_Hitbox.png
| damage =  
| damage = 27-34
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 3
| startup = 4
| active = 3,9
| active = 8
| recovery = 9
| recovery = 14
| hitadv = -5
| hitadv = -1
| blockadv = -3
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 69: Line 69:
| input = cl.D
| input = cl.D
| images = KOF94 Andy clD.png
| images = KOF94 Andy clD.png
| hitboxes =  
| hitboxes = KOF94 Andy clD_Hitboxes.png
| damage =  
| damage = 32-41
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 5
| startup = 6
| active = 4
| active = 8
| recovery = 5
| recovery = 16
| hitadv = +3
| hitadv = -3
| blockadv = +1
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 90: Line 90:
| input = f.A
| input = f.A
| images = KOF94 Andy fA.png
| images = KOF94 Andy fA.png
| hitboxes =  
| hitboxes = KOF94 Andy fA_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = N/A
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 5
| recovery = 5
| hitadv = +1
| hitadv = +2
| blockadv = -1
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 109: Line 109:
| input = f.B
| input = f.B
| images = KOF94 Andy fB.png
| images = KOF94 Andy fB.png
| hitboxes =  
| hitboxes = KOF94 Andy fB_Hitbox.png
| damage =  
| damage = 11-14
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N/A
| startup = 8
| startup = 6
| active = 3
| active = 4
| recovery = 13
| recovery = 8
| hitadv = -4
| hitadv = -1
| blockadv = -6
| blockadv = +2
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 128: Line 128:
| input = f.C
| input = f.C
| images = KOF94 Andy fC.png
| images = KOF94 Andy fC.png
| hitboxes =  
| hitboxes = KOF94 Andy fC_Hitbox.png
| damage =  
| damage = 26-33
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 13
| startup = 7
| active = 2
| active = 8
| recovery = 17
| recovery = 23
| hitadv = -3
| hitadv = -10
| blockadv = -1
| blockadv = -8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 147: Line 147:
| input = f.D
| input = f.D
| images = KOF94 Andy fD.png
| images = KOF94 Andy fD.png
| hitboxes =  
| hitboxes = KOF94 Andy fD_Hitbox.png
| damage =  
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = N/A
| startup = 11
| startup = 8
| active = 4
| active = 8
| recovery = 5
| recovery = 18
| hitadv = +3
| hitadv = -5
| blockadv = +1
| blockadv = -3
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====Standing CD====
====Standing CD====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_cd
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_cd
Line 166: Line 167:
| input = 5CD
| input = 5CD
| images = KOF94 Andy CD.png
| images = KOF94 Andy CD.png
| hitboxes =  
| hitboxes = KOF94 Andy CD_Hitbox.png
| damage =  
| damage = 30-47
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 20
| startup = 5
| active = 4
| active = 8
| recovery = 16
| recovery = 25
| hitadv = SKD
| hitadv = KD (+56)
| blockadv = +2
| blockadv = -10
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 187: Line 188:
| input = 2A
| input = 2A
| images = KOF94 Andy 2A.png
| images = KOF94 Andy 2A.png
| hitboxes =  
| hitboxes = KOF94 Andy 2A_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = 5A, 2A, SP
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 4
| recovery = 5
| hitadv = +4
| hitadv = +2
| blockadv = +2
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 206: Line 207:
| input = 2B
| input = 2B
| images = KOF94 Andy 2B.png
| images = KOF94 Andy 2B.png
| hitboxes =  
| hitboxes = KOF94 Andy 2B_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N/A
| startup = 4
| startup = 6
| active = 4
| active = 5
| recovery = 5
| recovery = 5
| hitadv = +3
| hitadv = +1
| blockadv = +1
| blockadv = +4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 225: Line 226:
| input = 2C
| input = 2C
| images = KOF94 Andy 2C.png
| images = KOF94 Andy 2C.png
| hitboxes =  
| hitboxes = KOF94 Andy 2C_Hitbox.png
| damage =  
| damage = 30-40
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 5
| startup = 5
| active = 3,3
| active = 10
| recovery = 20
| recovery = 10
| hitadv = -6
| hitadv = +1
| blockadv = -8
| blockadv = +3
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 245: Line 246:
| input = 2D
| input = 2D
| images = KOF94 Andy 2D.png
| images = KOF94 Andy 2D.png
| hitboxes =  
| hitboxes = KOF94 Andy 2D_Hitbox.png
| damage =  
| damage =  
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = N/A
| startup = 12
| startup = 6
| active = 3
| active = 8
| recovery = 19
| recovery = 16
| hitadv = SKD
| hitadv = KD (+43)
| blockadv = -4
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 266: Line 267:
| input = j.A
| input = j.A
| images = KOF94 Andy jA.png
| images = KOF94 Andy jA.png
| hitboxes =  
| hitboxes = KOF94 Andy jA_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup = 6
| startup = 3
| active = 8
| active = Until landing
| recovery = -
| recovery = 3 landing
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 285: Line 286:
| input = nj.B
| input = nj.B
| images = KOF94 Andy njB.png
| images = KOF94 Andy njB.png
| hitboxes =  
| hitboxes = KOF94 Andy njB_Hitbox.png
| damage =  
| damage = 11-14
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup = 6
| startup = 3
| active = 9
| active = Until landing
| recovery = -
| recovery = 3 landing
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 304: Line 305:
| input = j.B
| input = j.B
| images = KOF94 Andy jB.png
| images = KOF94 Andy jB.png
| hitboxes =  
| hitboxes = KOF94 Andy jB_Hitbox.png
| damage =  
| damage = 11-14
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup = 6
| startup = 3
| active = 9
| active = Until landing
| recovery = -
| recovery = 3 landing
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 323: Line 324:
| input = j.C
| input = j.C
| images = KOF94 Andy jC.png
| images = KOF94 Andy jC.png
| hitboxes =  
| hitboxes = KOF94 Andy jC_Hitbox.png
| damage =  
| damage = 30-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup = 7
| startup = 2
| active = 4
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 342: Line 343:
| input = nj.D
| input = nj.D
| images = KOF94 Andy njB.png
| images = KOF94 Andy njB.png
| hitboxes =  
| hitboxes = KOF94 Andy njD_Hitbox.png
| damage =  
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup =
| startup = 2
| active =
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 361: Line 362:
| input = j.D
| input = j.D
| images = KOF94 Andy jB.png
| images = KOF94 Andy jB.png
| hitboxes =  
| hitboxes = KOF94 Andy jD_Hitbox.png
| damage =  
| damage = 29-38
| counter =
| stun  =
| guard = High
| cancel = N/A
| startup = 2
| active = 8
| recovery = Until landing + 3
| hitadv =
| blockadv =
| invul =
| display  = 200px
}}
====nj.CD====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_njcd
| name = Neutral Jump CD
| input = nj.CD
| images = KOF94 Andy njB.png
| hitboxes = KOF94 Andy njD_Hitbox.png
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel =
| cancel = N/A
| startup =
| startup = 2
| active =
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 380: Line 400:
| input = j.CD
| input = j.CD
| images = KOF94 Andy jB.png
| images = KOF94 Andy jB.png
| hitboxes = KOF94 Andy jD_Hitbox.png
| damage = 29-38
| counter =
| stun  =
| guard = High
| cancel = N/A
| startup = 2
| active = 8
| recovery = Until landing + 3
| hitadv =
| blockadv =
| invul =
| display  = 200px
}}
===Defensive Attack===
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_defensiveattack
| name    = Defensive Attack
| input    = 6A/B while blocking
| images  = KOF94 Andy DefensiveAttack.png
| hitboxes = KOF94 Andy DefensiveAttack_Hitbox.png
| counter  =
| stun    =
| guard    = Mid
| cancel  = N/A
| startup  = 12
| active  = 12
| recovery = 22
| hitadv  = -13
| blockadv = -11
| invul    =
| display  = 200px
}}
===Throws===
====Kakaekomi Nage====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_throw
| name = Kakaekomi Nage
| input = 4/6 C/D when close
| images = KOF94_Andy_Throw.png
| hitboxes = KOF94 Andy Throw_Hitbox.png
| damage = 30-49
| counter =
| stun  =
| guard = Throw
| cancel =
| startup = 1
| active = 1
| recovery = 0
| hitadv = KD (+58)
| blockadv = N/A
| invul =
| display  = 200px
}}
==Special Moves==
====Shoryudan====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_236A
| name = Shoryudan
| version = 236A
| orderId = 1
| input =
| input2  =
| images =  KOF94 Andy 236A.png
| hitboxes = KOF94 Andy 236A-1_Hitbox.png, KOF94 Andy 236A-2_Hitbox.png, KOF94 Andy 236A-3_Hitbox.png
| damage = 44-52
| guard = Mid
| cancel = N/A
| startup = 4
| active = 3,9
| recovery = 29
| hitadv = KD (+60)
| blockadv = -14
| invul = 1-3 full
}}
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_236C
| name = Shoryudan
| version = 236C
| version2 =
| orderId = 2
| input =
| input2  =
| images = KOF94 Andy 236A.png
| hitboxes = KOF94 Andy 236A-1_Hitbox.png, KOF94 Andy 236A-2_Hitbox.png, KOF94 Andy 236A-3_Hitbox.png
| damage = 44-52
| guard = Mid
| cancel = N/A
| startup = 4
| active = 3,9
| recovery = 42
| hitadv = KD (+47)
| blockadv = -27
| invul = 1-3 full
}}
====Hishouken====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_214A
| name = Hishouken
| version = 214A
| orderId = 1
| input =
| input2  =
| images =  KOF94 Andy 214AC.png
| hitboxes = KOF94 Andy 214A_Hitbox.png
| damage = 24-31
| guard = Mid
| cancel = N/A
| startup = 13
| active = Projectile
| recovery = 40
| hitadv = -4
| blockadv = -3
| invul =
}}
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_214C
| name = Hishouken
| version = 214C
| version2 =
| orderId = 2
| input =
| input2  =
| images = KOF94 Andy 214AC.png
| hitboxes = KOF94 Andy 214A_Hitbox.png
| damage = 24-31
| guard = Mid
| cancel = N/A
| startup = 13
| active = Projectile
| recovery = 50
| hitadv = -4
| blockadv = -3
| invul =
}}
====Zaneiken====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_16A
| name = Zaneiken
| version = [1]6A
| orderId = 1
| input =
| input2  =
| images =  KOF94 Andy 16AC.png
| hitboxes = KOF94 Andy 16A_Hitbox.png
| damage = 31-40
| guard = Mid
| cancel = N/A
| startup = 11
| active = 10
| recovery = 1
| hitadv = +4
| blockadv = +8
| invul =
}}
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_16C
| name = Zaneiken
| version = [1]6C
| version2 =
| orderId = 2
| input =
| input2  =
| images = KOF94 Andy 16AC.png
| hitboxes = KOF94 Andy 16A_Hitbox.png
| damage =
| guard = Mid
| cancel = N/A
| startup = 15
| active = 25
| recovery = 1
| hitadv = -2
| blockadv = 0
| invul =
}}
====Kuuha Dan====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_19B
| name = Kuuha Dan
| version = [1]9B
| orderId = 1
| input =
| input2  =
| images =  KOF94 Andy 16BD.png
| hitboxes = KOF94 Andy 19B-1_Hitbox.png, KOF94 Andy 19B-2_Hitbox.png, KOF94 Andy 19B-3_Hitbox.png, KOF94 Andy 19B-4_Hitbox.png
| damage = 26-35
| guard = Mid
| cancel = N/A
| startup = 16
| active = 32
| recovery = 16
| hitadv = KD (+50~+82)
| blockadv = -4~+9
| invul = 1-12 low profile
}}
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_19D
| name = Kuuha Dan
| version = [1]9D
| version2 =
| orderId = 2
| input =
| input2  =
| images = KOF94 Andy 16BD.png
| hitboxes = KOF94 Andy 19B-1_Hitbox.png, KOF94 Andy 19B-2_Hitbox.png, KOF94 Andy 19B-3_Hitbox.png, KOF94 Andy 19B-4_Hitbox.png
| damage = 39-47 per two-hit combo
| guard = Mid
| cancel = N/A
| startup = 18
| active = 38
| recovery = 16
| hitadv = -3~+6
| blockadv = -1~+8
| invul = 1-13 low profile
}}
==Desperation Moves==
====Chou Reppa Dan====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_2236BD
| name = Chou Reppa Dan
| input = [2]236BD
| images = KOF94_Andy_2236BD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 101-127
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 21
| active =
| active = 3(1)1(1)1(1)1(1)1(1)1(1)1(2)1(1)1(1)1(1)1(1)1(1)1(1)5
| recovery = -
| recovery = 18
| hitadv = KD (+41 at worst)
| blockadv = -2 at worst
| invul = 3-23 full
| display  = 400px
}}
}}
 
{{Navbox '94}}
[[Category:The King of Fighters '94]]
[[Category:The King of Fighters '94]]
[[Category:Andy Bogard]]
[[Category:Andy Bogard]]

Latest revision as of 16:52, 11 November 2023

The King of Fighters '94

OverviewStrategyDataCombos

Idle

Normals

Close Standing Normals

cl.A

Andy Bogard
andy_cla
cl.A
cl.A
Close A
KOF94 Andy clA.pngKOF94 Andy clA Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
9-12MidSP345+2+5-


cl.B

Andy Bogard
andy_clb
cl.B
cl.B
Close B
KOF94 Andy clB.pngKOF94 Andy clB Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15Mid5B, 2B, SP345+2+5-


cl.C

Andy Bogard
andy_clc
cl.C
cl.C
Close C
KOF94 Andy clC.pngKOF94 Andy clC Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
27-34MidSP4814-1+1-


cl.D

Andy Bogard
andy_cld
cl.D
cl.D
Close D
KOF94 Andy clD.pngKOF94 Andy clD Hitboxes.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
32-41MidSP6816-3-1-


Far Standing Normals

Far A

Andy Bogard
andy_fa
f.A
f.A
Far A
KOF94 Andy fA.pngKOF94 Andy fA Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
9-12MidN/A345+2+5-


Far B

Andy Bogard
andy_fb
f.B
f.B
Far B
KOF94 Andy fB.pngKOF94 Andy fB Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
11-14MidN/A648-1+2-


Far C

Andy Bogard
andy_fc
f.C
f.C
Far C
KOF94 Andy fC.pngKOF94 Andy fC Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
26-33MidC7823-10-8-


Far D

Andy Bogard
andy_fd
f.D
f.D
Far D
KOF94 Andy fD.pngKOF94 Andy fD Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-42MidN/A8818-5-3-


Standing CD

Andy Bogard
andy_cd
5CD
5CD
Standing CD
KOF94 Andy CD.pngKOF94 Andy CD Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30-47MidSP5825KD (+56)-10-


Crouching Normals

2A

Andy Bogard
andy_2a
2A
2A
Crouching A
KOF94 Andy 2A.pngKOF94 Andy 2A Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
9-12Mid5A, 2A, SP345+2+5-


2B

Andy Bogard
andy_2b
2B
2B
Crouching B
KOF94 Andy 2B.pngKOF94 Andy 2B Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
9-12LowN/A655+1+4-


2C

Andy Bogard
andy_2c
2C
2C
Crouching C
KOF94 Andy 2C.pngKOF94 Andy 2C Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30-40MidSP51010+1+3-


2D

Andy Bogard
andy_2d
2D
2D
Crouching D
KOF94 Andy 2D.pngKOF94 Andy 2D Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-LowN/A6816KD (+43)-1-


Jumping Normals

j.A

Andy Bogard
andy_ja
j.A
j.A
Jumping A
KOF94 Andy jA.pngKOF94 Andy jA Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
9-12HighN/A3Until landing3 landing---


nj.B

Andy Bogard
andy_njb
nj.B
nj.B
Neutral Jump B
KOF94 Andy njB.pngKOF94 Andy njB Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
11-14HighN/A3Until landing3 landing---


j.B

Andy Bogard
andy_jb
j.B
j.B
Jumping B
KOF94 Andy jB.pngKOF94 Andy jB Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
11-14HighN/A3Until landing3 landing---


j.C

Andy Bogard
andy_jc
j.C
j.C
Jumping C
KOF94 Andy jC.pngKOF94 Andy jC Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30-39HighN/A28Until landing + 3---


nj.D

Andy Bogard
andy_njd
nj.D
nj.D
Neutral Jump D
KOF94 Andy njB.pngKOF94 Andy njD Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-42HighN/A28Until landing + 3---


j.D

Andy Bogard
andy_jd
j.D
j.D
Jumping D
KOF94 Andy jB.pngKOF94 Andy jD Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
29-38HighN/A28Until landing + 3---


nj.CD

Andy Bogard
andy_njcd
nj.CD
nj.CD
Neutral Jump CD
KOF94 Andy njB.pngKOF94 Andy njD Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-42HighN/A28Until landing + 3---


j.CD

Andy Bogard
andy_jcd
j.CD
j.CD
Jumping CD
KOF94 Andy jB.pngKOF94 Andy jD Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
29-38HighN/A28Until landing + 3---


Defensive Attack

Andy Bogard
andy_defensiveattack
6A/B while blocking
6A/B while blocking
Defensive Attack
KOF94 Andy DefensiveAttack.pngKOF94 Andy DefensiveAttack Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidN/A121222-13-11-


Throws

Kakaekomi Nage

Andy Bogard
andy_throw
4/6 C/D when close
4/6 C/D when close
Kakaekomi Nage
KOF94 Andy Throw.pngKOF94 Andy Throw Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30-49Throw-110KD (+58)N/A-


Special Moves

Shoryudan

Andy Bogard
andy_236A
Shoryudan
KOF94 Andy 236A.pngKOF94 Andy 236A-1 Hitbox.png
KOF94 Andy 236A-2 Hitbox.png
KOF94 Andy 236A-3 Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
44-52MidN/A43,929KD (+60)-141-3 full



Andy Bogard
andy_236C
Shoryudan
KOF94 Andy 236A.pngKOF94 Andy 236A-1 Hitbox.png
KOF94 Andy 236A-2 Hitbox.png
KOF94 Andy 236A-3 Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
44-52MidN/A43,942KD (+47)-271-3 full


Hishouken

Andy Bogard
andy_214A
Hishouken
KOF94 Andy 214AC.pngKOF94 Andy 214A Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
24-31MidN/A13Projectile40-4-3-



Andy Bogard
andy_214C
Hishouken
KOF94 Andy 214AC.pngKOF94 Andy 214A Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
24-31MidN/A13Projectile50-4-3-


Zaneiken

Andy Bogard
andy_16A
Zaneiken
KOF94 Andy 16AC.pngKOF94 Andy 16A Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
31-40MidN/A11101+4+8-



Andy Bogard
andy_16C
Zaneiken
KOF94 Andy 16AC.pngKOF94 Andy 16A Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidN/A15251-20-


Kuuha Dan

Andy Bogard
andy_19B
Kuuha Dan
KOF94 Andy 16BD.pngKOF94 Andy 19B-1 Hitbox.png
KOF94 Andy 19B-2 Hitbox.png
KOF94 Andy 19B-3 Hitbox.png
KOF94 Andy 19B-4 Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
26-35MidN/A163216KD (+50~+82)-4~+91-12 low profile



Andy Bogard
andy_19D
Kuuha Dan
KOF94 Andy 16BD.pngKOF94 Andy 19B-1 Hitbox.png
KOF94 Andy 19B-2 Hitbox.png
KOF94 Andy 19B-3 Hitbox.png
KOF94 Andy 19B-4 Hitbox.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
39-47 per two-hit comboMidN/A183816-3~+6-1~+81-13 low profile


Desperation Moves

Chou Reppa Dan

Andy Bogard
andy_2236BD
[2]236BD
[2]236BD
Chou Reppa Dan
KOF94 Andy 2236BD.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
101-127MidN/A213(1)1(1)1(1)1(1)1(1)1(1)1(2)1(1)1(1)1(1)1(1)1(1)1(1)518KD (+41 at worst)-2 at worst3-23 full


Navigation

The King of Fighters '94
System

      FAQControlsSystem Mechanics

Characters