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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV charName Profile.png|thumb|Template Line 1.<br/>Template Line 2.
<section begin="image"/>[[File:KOFXV duolon Profile.png|thumb|Duo Lon is a handsome young man with long, flowing hair (worn in a queue-style braid) and a somewhat somber air about him.<br/>He seeks out his father, Ron, leader of—and eventual traitor to—the Hizoku clan of assassins. During his quest he meets Ash, Elisabeth, and other fighters.  
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 40f
<big>'''Jump:''' 40f
<br>'''Hop:''' 32f
<br>'''Hop:''' 32f
<br>'''Backdash:''' 23f
<br>'''Backdash:''' 23f
<br>'''Run Speed Ranking:''' 3
<br>'''Run Speed Ranking:''' ?
</big></div>]]<section end="image"/>
</big></div>]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
Line 16: Line 16:
'''Throws'''
'''Throws'''


C Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
Suishu Shoukou - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]


D Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
Suishu Houki - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


'''Command Normals'''
'''Command Normals'''


TemplateCommandA - [[image:fd.gif]] + [[image:a.gif]]
Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*)


TemplateCommandB - [[image:fd.gif]] + [[image:b.gif]]
Air Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*) (Midair Only)
 
Air Genmukyaku - [[image:fd.gif]] + [[image:b.gif]] (*) (Midair Only)
 
Hiei Kyaku - [[image:fd.gif]] + [[image:b.gif]]
 
Target Combo 1 - [[image:b.gif]] > [[image:d.gif]] (Midair Only)


'''Special Moves'''
'''Special Moves'''


TemplateSpecialQCF - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Genmukyaku - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
 
TemplateSpecialQCB - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)


TemplateSpecialDP - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
:┗Shaki Juuryuu 2 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
::┗Shaki Juuryuu 3 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
:::┗Himou Kyaku Forward - [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
:::┗Himou Kyaku Backward - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (from EX Shaki Juuryuu Only)


TemplateSpecialHCB - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)


TemplateSpecialRDP [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
:┗Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) (from EX Himou Kyaku Forward Only)


TemplateSpecialRekka1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
:┗TemplateSpecialRekka2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
:┗Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
::┗TemplateSpecialRekka3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


'''Super Special Moves'''
'''Super Special Moves'''


TemplateSuper1 - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
Hiden Genmu Bakuto Shikon - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)


TemplateSuper2 - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)
Hiden Genmu Onryou Heki - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)


'''Climax Super Special Moves'''
'''Climax Super Special Moves'''


TemplateClimax - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]
Mugen Juon Toubu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]


==Quick Combo Reference==
==Quick Combo Reference==
Line 111: Line 119:
====Far A====
====Far A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_fa
|moveId=duolon_fa
|description=
|description=
* Placeholder
* Placeholder
Line 152: Line 160:
====Close A====
====Close A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_cla
|moveId=duolon_cla
|description=
|description=
* Placeholder
* Placeholder
Line 162: Line 170:
====Close B====
====Close B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_clb
|moveId=duolon_clb
|description=
|description=
* Placeholder
* Placeholder
Line 172: Line 180:
====Close C====
====Close C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_clc
|moveId=duolon_clc
|description=
|description=
* Placeholder
* Placeholder
Line 182: Line 190:
====Close D====
====Close D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_cld
|moveId=duolon_cld
|description=
|description=
* Placeholder
* Placeholder
Line 193: Line 201:
====Crouch A====
====Crouch A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2a
|moveId=duolon_2a
|description=
|description=
* Placeholder
* Placeholder
Line 203: Line 211:
====Crouch B====
====Crouch B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2b
|moveId=duolon_2b
|description=
|description=
* Placeholder
* Placeholder
Line 213: Line 221:
====Crouch C====
====Crouch C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2c
|moveId=duolon_2c
|description=
|description=
* Placeholder
* Placeholder
Line 223: Line 231:
====Crouch D====
====Crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2d
|moveId=duolon_2d
|description=
|description=
* Placeholder
* Placeholder
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====Jump A====
====Jump A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_ha,charName_ja
|moveId=duolon_ha,duolon_ja
|name=jump A
|name=jump A
|input=j.A
|input=j.A
Line 246: Line 254:
====Jump B====
====Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_hb,charName_jb
|moveId=duolon_hb,duolon_jb
|name=jump B
|name=jump B
|input=j.B
|input=j.B
Line 258: Line 266:
====Jump C====
====Jump C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_hc,charName_jc
|moveId=duolon_hc,duolon_jc
|name=jump C
|name=jump C
|input=j.C
|input=j.C
Line 270: Line 278:
====Jump D====
====Jump D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_hd,charName_jd
|moveId=duolon_hd,duolon_jd
|name=jump D
|name=jump D
|input=j.D
|input=j.D
Line 283: Line 291:
====Blowback====
====Blowback====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_cd
|moveId=duolon_cd
|description=
|description=
* Placeholder
* Placeholder
Line 293: Line 301:
====Shatter Strike====
====Shatter Strike====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_236cd
|moveId=duolon_236cd
|description=
|description=
* Placeholder
* Placeholder
Line 303: Line 311:
====Jump CD====
====Jump CD====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_hcd,charName_jcd
|moveId=duolon_hcd,duolon_jcd
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
Line 316: Line 324:
==Rush Moves==
==Rush Moves==
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_rush1,charName_rush2
|moveId=duolon_rush1,duolon_rush2
|name=rush
|name=rush
|input=cl.AA/c.AAX
|input=cl.AA/c.AAX
Line 329: Line 337:
==Throws==
==Throws==
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId = charName_cthrow
|moveId = duolon_cthrow
|name=C Throw
|name=Suishu Shoukou
|description=
|description=
* Placeholder
* Placeholder
Line 339: Line 347:


{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId = charName_dthrow
|moveId = duolon_dthrow
|name=D Throw
|name=Suishu Houki
|description=
|description=
* Placeholder
* Placeholder
Line 350: Line 358:


==Command Moves==
==Command Moves==
===TemplateCommandA===
===Genmuken===
{{FrameDataCargo-KOFXV
|moveId=duolon_6a,duolon_6ac
|description2=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}
 
===Air Genmuken===
{{FrameDataCargo-KOFXV
|moveId=duolon_j6a,duolon_j6ac
|description2=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}
 
===Air Genmukyaku===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_6a
|moveId=duolon_j6b,duolon_j6d
|description2=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}
 
===Hiei Kyaku ===
{{FrameDataCargo-KOFXV
|moveId=duolon_6b
|description=
|description=
* Placeholder
* Placeholder
Line 360: Line 398:
}}
}}


===Guillo-Ton!===
===Target Combo 1===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_6b
|moveId=duolon_jb_d
|description=
|description=
* Placeholder
* Placeholder
Line 370: Line 408:
}}
}}


==Special Moves==
===Genmukyaku===
{{FrameDataCargo-KOFXV
|moveId=duolon_623b,duolon_623d,duolon_623bd
|name=Genmukyaku
|input=623B/D/BD
|description3=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}


==Special Moves==
===Shaki Juuryuu 1===
===TemplateSpecialQCF===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_236a,charName_236c,charName_236ac
|moveId=duolon_236a,duolon_236c,duolon_236ac
|name=TemplateSpecialQCF
|name=Shaki Juuryuu 1
|input=236A/C/AC
|input=236A/C/AC
|captions=
|description3=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}
{{FrameDataCargo-KOFXV
|moveId=duolon_236a6p,duolon_236c6p,duolon_236ac6p
|name=Shaki Juuryuu 2
|input=236A/C/AC~6P
|description3=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}
{{FrameDataCargo-KOFXV
|moveId=duolon_236a6p6p,duolon_236c6p6p,duolon_236ac6p6p
|name=Shaki Juuryuu 3
|input=236A/C/AC~6P~6P
|description3=
|description3=
* Placeholder
* Placeholder
Line 383: Line 453:
Placeholder
Placeholder
}}
}}
===TemplateSpecialQCB===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_214a,charName_214c,charName_214ac
|moveId=duolon_236a6p6p6k,duolon_236c6p6p6k,duolon_236ac6p6p6k
|name=TemplateSpecialQCB
|name=Himou Kyaku Forward
|input=214A/C/AC
|input=236A/C/AC~6P~6P~6K
|description3=
|description3=
* Placeholder
* Placeholder
Line 395: Line 463:
Placeholder
Placeholder
}}
}}
===TemplateSpecialDP===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_623a,charName_623c,charName_623ac
|moveId=duolon_236ac6p6p4k
|name=TemplateSpecialDP
|name=Himou Kyaku Backward
|input=623A/C/AC
|input=236AC~6P~6P~4K
|description3=
|description3=
* Placeholder
* Placeholder
Line 408: Line 474:
}}
}}


===TemplateSpecialHCB===
===Juon Shikon===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_6246a,charName_6246c,charName_6246ac
|moveId=duolon_214a,duolon_214c,duolon_214ac
|name=TemplateSpecialHCB
|name=Juon Shikon
|input=6246A/C/AC
|input=214A/C/AC
|description3=
|description3=
* Placeholder
* Placeholder
Line 420: Line 486:
}}
}}


===TemplateSpecialRDP===
===Himou Kyaku Forward===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_4214b,charName_4214d,charName_4214bd
|moveId=duolon_236b,duolon_236d,duolon_236bd
|name=TemplateSpecialRDP
|name=Himou Kyaku Forward
|input=4214B/D/BD
|input=236B/D/BD
|description3=
|description3=
* Placeholder
* Placeholder
Line 431: Line 497:
Placeholder
Placeholder
}}
}}
 
===Shaki Juuryuu 1===
===TemplateSpecialRekka1===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_214a,charName_214c,charName_214ac
|moveId=duolon_236bd_236a,duolon_236bd_236c,duolon_236bd_236ac
|name=TemplateSpecialRekka1 1  
|name=Shaki Juuryuu 1
|input=214A/C/AC
|input=236BD_236A/C/AC
|captions=
|captions=
|description3=
|description3=
Line 444: Line 509:
Placeholder
Placeholder
}}
}}
===Himou Kyaku Backward===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_214a214p,charName_214c214p,charName_214ac214p
|moveId=duolon_214b,duolon_214d,duolon_214bd
|name=TemplateSpecialRekka 2
|name=Himou Kyaku Backward
|input=214A/C/AC~214A/C
|input=214B/D/BD
|description3=
|description3=
* Placeholder
* Placeholder
Line 454: Line 521:
Placeholder
Placeholder
}}
}}
===Juon Shikon===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_214a214p214p,charName_214c214p214p,charName_214ac214p214p
|moveId=duolon_214k_214a,duolon_214k_214c,duolon_214k_214ac
|name=TemplateSpecialRekka 3
|name=Juon Shikon
|input=214A/C/AC~214A/C~214A/C
|input=214K_214A/C/AC
|description3=
|description3=
* Placeholder
* Placeholder
Line 464: Line 532:
Placeholder
Placeholder
}}
}}


==Super Special Moves==
==Super Special Moves==
===TemplateSuper1===
===Hiden Genmu Bakuto Shikon===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_236236a,charName_236236c,charName_236236ac
|moveId=duolon_214k_236a,duolon_214k_236c,duolon_214k_236ac
|name=TemplateSuper1
|name=Hiden Genmu Bakuto Shikon
|input=236236A/C/AC
|input=214K_236A/C/AC
|description3=
|description3=
* Placeholder
* Placeholder
Line 478: Line 547:
}}
}}


===TemplateSuper2===
===Hiden Genmu Onryou Heki===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_236236b,charName_236236d,charName_236236bd
|moveId=duolon_214214a,duolon_214214c,duolon_214214ac
|name=TemplateSuper2
|name=Hiden Genmu Onryou Heki
|input=236236B/D/BD
|input=214214A/C/AC
|description3=
|description3=
* Placeholder
* Placeholder
Line 491: Line 560:


==Climax Super Special Moves==
==Climax Super Special Moves==
===TemplateClimax===
===Mugen Juon Toubu===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2141236cd
|moveId=duolon_2141236cd
|name=TemplateClimax
|name=Mugen Juon Toubu
|input=2141236CD
|input=2141236CD
|description=
|description=
Line 512: Line 581:


[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]
[[Category:charName]]
[[Category:Duo Lon]]

Revision as of 15:31, 14 September 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

Duo Lon is a handsome young man with long, flowing hair (worn in a queue-style braid) and a somewhat somber air about him.
He seeks out his father, Ron, leader of—and eventual traitor to—the Hizoku clan of assassins. During his quest he meets Ash, Elisabeth, and other fighters.
Jump: 40f
Hop: 32f
Backdash: 23f
Run Speed Ranking: ?

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Suishu Shoukou - / +

Suishu Houki - / +

Command Normals

Genmuken - + (*)

Air Genmuken - + (*) (Midair Only)

Air Genmukyaku - + (*) (Midair Only)

Hiei Kyaku - +

Target Combo 1 - > (Midair Only)

Special Moves

Genmukyaku - + / (*)

Shaki Juuryuu 1 - + / (*)

┗Shaki Juuryuu 2 - + /
┗Shaki Juuryuu 3 - + /
┗Himou Kyaku Forward - + / (*)
┗Himou Kyaku Backward - + / (*) (from EX Shaki Juuryuu Only)

Juon Shikon - + / (*)

Himou Kyaku Forward - + / (*)

┗Shaki Juuryuu 1 - + / (*) (from EX Himou Kyaku Forward Only)

Himou Kyaku Forward - + / (*)

┗Juon Shikon - + /

Super Special Moves

Hiden Genmu Bakuto Shikon - + / (!)

Hiden Genmu Onryou Heki - + / (!)

Climax Super Special Moves

Mugen Juon Toubu - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

move > move > move = 0 dmg
move > move > move = 0 dmg

½ Meter

Anywhere
Anywhere

move > move > move = 0 dmg
move > move > move = 0 dmg

1 Meter

Anywhere
Anywhere

move > move > move = 0 dmg
move > move > move = 0 dmg

2 Meter

Anywhere
Corner

move > move > move = 0 dmg
move > move > move = 0 dmg

Gameplay Overview

Duo Lon is a placeholder character who placeholder.
Pros Cons
  • Placeholder: Placeholder.
  • Placeholder: Placeholder.
  • Placeholder: Placeholder.
  • Placeholder: Placeholder.
  • Placeholder: Placeholder.
  • Placeholder: Placeholder.


Normals

Far Standing Normals

Far A

stand A
5A
5A

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 9 +2 +0 - 30 60
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Far B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Far C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Close Standing Normals

Close A

close A
cl.A
cl.A

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid chain, command 4 3 7 +5 +3 - 30 60
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Close B

close B
cl.B
cl.B

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low chain, command 5 4 7 +4 +2 - 30 60
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Close C

close C
cl.C
cl.C

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 4 20 -3 -5 - 70 120
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Close D

close D
cl.D
cl.D

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 6 6 15 +0 -2 - 70 120
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Crouch Normals

Crouch A

crouch A
2A
2A

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid chain, command 5 4 7 +4 +2 - 30 60
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Crouch B

crouch B
2B
2B

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low chain, super 5 4 9 +2 0 - 15 30
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Crouch C

crouch C
2C
2C

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 7 7 21 -7 -9 - 70 120
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Crouch D

crouch D
2D
2D

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 9 6 26 SKD (+26/+53) -4 - 70 120
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Jump Normals

Jump A

jump A
j.A
j.A

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High special 5 7 1 on ground +10~+11 +10~+11 - 30 50

jump A jump A

45 High special 5 7 1 on ground +10~+11 +10~+11 - 30 60
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Jump B

jump B
j.B
j.B

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 7 1 on ground +2~+11 +2~+11 - 30 50

jump B jump B

35 High - 5 7 1 on ground -1~+11 -1~+11 - 30 60
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Jump C

jump C
j.C
j.C

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High special 7 5 1 on ground +6~+14 +9~+14 - 70 100

jump C jump C

70 High special 7 5 1 on ground +6~+11 +9~+14 - 70 120
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Jump D

jump D
j.D
j.D

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 8 6 1 on ground +5~+11 +8~+14 - 70 100

jump D jump D

70 High - 8 6 1 on ground +2~+11 +5~+14 - 70 120
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Blowback

Blowback

Blowback
CD
CD

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 16 4 28 Wall Splat (+68~+84) / SKD (Air hit) -9 - 100 160
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Shatter Strike

ShatterStrike
236CD
236CD

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
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Jump CD

jump CD
j.CD
j.CD

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid special 14 7 1 on ground SKD +13~+17 - 80 120

jump CD jump CD

90 Mid special 14 7 1 on ground SKD +14~+21 - 80 140
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Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 6 - - -5 -7 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 6 - - -3 -5 - 30 180 (60+60+60)
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Throws

Suishu Shoukou
(close) 4/6+C
(close) 4/6+C

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 HKD (+55) Unblockable - 0 0
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Suishu Houki
(close) 4/6+D
(close) 4/6+D

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 HKD (+46) Unblockable - 0 0
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Command Moves

Genmuken

Genmuken
6A
6A

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

40 Mid special 12 [10] 4 20 -3 -5 - 40 40

AC AC

60 (30+30) Mid special 10 4 18 -1 -3 - 0 80 (40+40)
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Air Genmuken

Air Genmuken
6A
6A

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

40 Mid - 13 4 1 on ground +13~+14 +13~+14 - 40 40

AC AC

80 (40+40) Mid - 9 4 1 on ground +13~+14 +13~+14 - 0 40
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Air Genmukyaku

Air Genmukyaku
j.6B
j.6B

No results
Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

40 Mid - 15 4 1 on ground +1~+11 +1~+11 - 40 40
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Hiei Kyaku

Hiei Kyaku
6B
6B

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 [40] Mid super [special] 10 [10] 4 16 -5 -7 - 40 [40] 40 [40]
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Target Combo 1

Target Combo 1
j.B,D
j.B,D

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
83 (45+40) - - 12 6 1 on ground - - - 70 (30+40) ?
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Special Moves

Genmukyaku

Genmukyaku
623B/D/BD
623B/D/BD

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

60 Mid super 13 5 26 SKD (+33/+60) -10 - 40 40

D D

60 Mid super 15 5 31 SKD (+28/+55) -15 - 40 40

BD BD

80 Mid - 15 5 26 Launch (+44/+71) -10 - 0 40
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Shaki Juuryuu 1

Shaki Juuryuu 1
236A/C/AC
236A/C/AC

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

20 Mid super 9 5 25 -7 -9 - 20 20

C C

30 Mid super 15 5 27 -1 -13 - 40 40

AC AC

30 Mid - 15 5 27 -11 -13 - - 40
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Shaki Juuryuu 2
236A/C/AC~6P
236A/C/AC~6P

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

20 Mid super 11 5 29 -13 -15 - 20 20

C C

30 Mid super 11 5 31 -15 -17 - 40 40

AC AC

30 Mid - 11 5 31 -15 -17 - 0 40
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Shaki Juuryuu 3
236A/C/AC~6P~6P
236A/C/AC~6P~6P

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

25 High super 13 2 37 Launch (+23/+50) -22 - 25 25

C C

35 High super 13 2 42 Launch (+29/+56) -27 - 40 40

AC AC

35 Mid - 13 6 38 Crumple (+92) -25 - 0 40
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Himou Kyaku Forward
236A/C/AC~6P~6P~6K
236A/C/AC~6P~6P~6K


NO IMAGE FOUND

No resultsNo resultsNo results
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Himou Kyaku Backward
236AC~6P~6P~4K
236AC~6P~6P~4K


NO IMAGE FOUND

No results

Juon Shikon

Juon Shikon
214A/C/AC
214A/C/AC

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid - 18 60 33 -6~+27 -9~+24 - 40 40

C C

65 Mid - 28 100 30 -3~+27 -6~+24 - 40 40

AC AC

98 (30+30+40) Mid - 22 120 31 +8~+29 +3~+24 - 0 120 (40+40+40)
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Himou Kyaku Forward

Himou Kyaku Forward
236B/D/BD
236B/D/BD

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

- - - - - 27 - - - - -

D D

- - - - - 37 - - - - -

AC AC

- - - - - 50 - - - - -
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Shaki Juuryuu 1

Shaki Juuryuu 1
236BD_236A/C/AC
236BD_236A/C/AC


NO IMAGE FOUND

No resultsNo resultsNo results
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Himou Kyaku Backward

Himou Kyaku Backward
214B/D/BD
214B/D/BD

Version 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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

- - - - - 32 - - - - -

D D

- - - - - 42 - - - - -

AC AC

- - - - - 36 - - Full Body: 1 to 10 (10 Frames) - -
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Juon Shikon

Juon Shikon
214K_214A/C/AC
214K_214A/C/AC


NO IMAGE FOUND

No resultsNo resultsNo results
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Super Special Moves

Hiden Genmu Bakuto Shikon

Hiden Genmu Bakuto Shikon
214K_236A/C/AC
214K_236A/C/AC


NO IMAGE FOUND

No resultsNo resultsNo results
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Hiden Genmu Onryou Heki

Hiden Genmu Onryou Heki
214214A/C/AC
214214A/C/AC


NO IMAGE FOUND

No resultsNo results

AC AC

335 (15*19+50) Min: 158 Mid climax 6 17 54 HKD (+63) -38 Full Body: 1 to 27 (27 Frames) 0 0
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Climax Super Special Moves

Mugen Juon Toubu

Mugen Juon Toubu
2141236CD
2141236CD

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.
10 is 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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
431 (0+10*28+150+1) Min: 216 Mid - 13 30 55 HKD (+37) -66 Full Body: 1 to 21 (21 Frames) 0 0
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Misc

Videos

Duo Lon Trailer
The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters