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The King of Fighters '94/Chin Gentsai/Data: Difference between revisions
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Line 11: | Line 11: | ||
| name = Close A | | name = Close A | ||
| input = cl.A | | input = cl.A | ||
| images = | | images = KOF94_Chin_clA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +4 | ||
| blockadv = | | blockadv = +7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 30: | Line 30: | ||
| name = Close B | | name = Close B | ||
| input = cl.B | | input = cl.B | ||
| images = | | images = KOF94_Chin_clB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Low | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 49: | Line 49: | ||
| name = Close C | | name = Close C | ||
| input = cl.C | | input = cl.C | ||
| images = | | images = Kof94_Chin_clC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 26-34 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 4 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = +4 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 69: | Line 69: | ||
| name = Close D | | name = Close D | ||
| input = cl.D | | input = cl.D | ||
| images = | | images = KOF94_Chin_clD-1.png, KOF94_Chin_clD-2.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 26-34, 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP (first hit only) | ||
| startup = | | startup = 6 | ||
| active = | | active = 3(4)6 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = +4 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 90: | Line 90: | ||
| name = Far A | | name = Far A | ||
| input = f.A | | input = f.A | ||
| images = | | images = KOF94_Chin_fA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 109: | Line 109: | ||
| name = Far B | | name = Far B | ||
| input = f.B | | input = f.B | ||
| images = | | images = KOF94_Chin_fB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 128: | Line 128: | ||
| name = Far C | | name = Far C | ||
| input = f.C | | input = f.C | ||
| images = | | images = KOF94_Chin_fC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 26-34 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 8 | ||
| hitadv = | | hitadv = +5 | ||
| blockadv = | | blockadv = +7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 148: | Line 148: | ||
| name = Far D | | name = Far D | ||
| input = f.D | | input = f.D | ||
| images = | | images = KOF94_Chin_fD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 27-35 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 14 | ||
| recovery = | | active = 7 | ||
| hitadv = | | recovery = 13 | ||
| blockadv = | | hitadv = +1 | ||
| blockadv = +3 | |||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 166: | Line 167: | ||
| name = Standing CD | | name = Standing CD | ||
| input = 5CD | | input = 5CD | ||
| images = | | images = KOF94_Chin_CD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-47 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 12 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 22 | ||
| hitadv = KD | | hitadv = KD (+60) | ||
| blockadv = | | blockadv = -10 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 187: | Line 188: | ||
| name = Crouching A | | name = Crouching A | ||
| input = 2A | | input = 2A | ||
| images = | | images = KOF94_Chin_2A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +5 | ||
| blockadv = | | blockadv = +8 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 206: | Line 207: | ||
| name = Crouching B | | name = Crouching B | ||
| input = 2B | | input = 2B | ||
| images = | | images = KOF94_Chin_2B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 7-9 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 225: | Line 226: | ||
| name = Crouching C | | name = Crouching C | ||
| input = 2C | | input = 2C | ||
| images = | | images = KOF94_Chin_2C.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 34-39 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = +4 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 245: | Line 246: | ||
| name = Crouching D | | name = Crouching D | ||
| input = 2D | | input = 2D | ||
| images = | | images = KOF94_Chin_2D.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 20-28 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 9 | ||
| hitadv = KD | | hitadv = KD (+55) | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 266: | Line 267: | ||
| name = Jumping A | | name = Jumping A | ||
| input = j.A | | input = j.A | ||
| images = | | images = KOF94_Chin_jA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==== | ====nj.B==== | ||
{{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_njb | {{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_njb | ||
| name = Neutral Jump B | | name = Neutral Jump B | ||
| input = nj.B | | input = nj.B | ||
| images = | | images = KOF94_Chin_njB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 304: | Line 305: | ||
| name = Jumping B | | name = Jumping B | ||
| input = j.B | | input = j.B | ||
| images = | | images = KOF94_Chin_jB.png | ||
| hitboxes = | |||
| damage = 9-11 | |||
| counter = | |||
| stun = | |||
| guard = High | |||
| cancel = N/A | |||
| startup = 6 | |||
| active = until landing | |||
| recovery = 3 landing | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| display = 200px | |||
}} | |||
====nj.C==== | |||
{{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_njc | |||
| name = Neutral Jump C | |||
| input = nj.C | |||
| images = KOF94_Chin_jC.png | |||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-35 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 323: | Line 343: | ||
| name = Jumping C | | name = Jumping C | ||
| input = j.C | | input = j.C | ||
| images = | | images = KOF94_Chin_jC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 32-39, 16-19 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 2 | ||
| active = | | active = 2(2)7 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 342: | Line 362: | ||
| name = Neutral Jump D | | name = Neutral Jump D | ||
| input = nj.D | | input = nj.D | ||
| images = | | images = KOF94_Chin_njD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 28-36 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 361: | Line 381: | ||
| name = Jumping D | | name = Jumping D | ||
| input = j.D | | input = j.D | ||
| images = | | images = KOF94_Chin_jD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 26-33 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 380: | Line 400: | ||
| name = Neutral Jump CD | | name = Neutral Jump CD | ||
| input = nj.CD | | input = nj.CD | ||
| images = | | images = KOF94_Chin_njD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 28-36 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = KD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 399: | Line 419: | ||
| name = Jumping CD | | name = Jumping CD | ||
| input = j.CD | | input = j.CD | ||
| images = | | images = KOF94_Chin_jD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 26-33 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = - | | recovery = Until landing + 3 | ||
| hitadv = KD | |||
| blockadv = | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Defensive Attack=== | |||
{{MoveData-KOF94 | character = Chin Gentsai | moveId = chin_defensiveattack | |||
| name = Defensive Attack | |||
| input = 6A/B while blocking | |||
| images = KOF94 Chin DefensiveAttack.png | |||
| hitboxes = | |||
| damage = 0 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 11 | |||
| active = 10 | |||
| recovery = 15 | |||
| hitadv = -5 | |||
| blockadv = -3 | |||
| invul = upper body 1-36 | |||
| display = 200px | |||
}} | }} | ||
===Throws=== | ===Throws=== | ||
====Gou | ====Gou Inshu==== | ||
{{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_cthrow | {{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_cthrow | ||
| name = Gou | | name = Gou Inshu | ||
| input = 4/6 C when close | | input = 4/6 C when close | ||
| images = | | images = KOF94_Chin_CThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 5-6 per tick | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = 1 | | startup = 1 | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+28) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====Gyaku Ashi Nage==== | ====Gyaku Ashi Nage==== | ||
{{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_dthrow | {{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_dthrow | ||
| name = Gyaku Ashi Nage | | name = Gyaku Ashi Nage | ||
| input = 4/6 D when close | | input = 4/6 D when close | ||
| images = | | images = KOF94_Chin_DThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-42 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = 1 | | startup = 1 | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+72) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
Line 458: | Line 503: | ||
| name = Hyoutan Geki | | name = Hyoutan Geki | ||
| input = 214A | | input = 214A | ||
| images = | | images = KOF94_Chin_214A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 28-35 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 20 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 33 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 477: | Line 522: | ||
| name = Hyoutan Geki | | name = Hyoutan Geki | ||
| input = 214C | | input = 214C | ||
| images = | | images = KOF94_Chin_214A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 28-35 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 20 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 40 | ||
| hitadv = | | hitadv = -5 | ||
| blockadv = | | blockadv = -3 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 498: | Line 543: | ||
| name = Ryuu Rin Hou Rai | | name = Ryuu Rin Hou Rai | ||
| input = 421A | | input = 421A | ||
| images = | | images = KOF94_Chin_421A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-42 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 25 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = +19 | ||
| blockadv = | | blockadv = +27 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==== | ====421C==== | ||
{{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_421c | {{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_421c | ||
| name = Ryuu Rin Hou Rai | | name = Ryuu Rin Hou Rai | ||
| input = 421C | | input = 421C | ||
| images = | | images = KOF94_Chin_421A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 35-44 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 28 | ||
| active = | | active = 31 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = +19 | ||
| blockadv = | | blockadv = +27 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 538: | Line 583: | ||
| name = Kaitenkeki Kutotsuken | | name = Kaitenkeki Kutotsuken | ||
| input = 41236B | | input = 41236B | ||
| images = | | images = KOF94_Chin_41236B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 29-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 23 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 18 | ||
| hitadv = | | hitadv = KD (+79) | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = full 2-9, low profile 10-42 | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 557: | Line 602: | ||
| name = Kaitenkeki Kutotsuken | | name = Kaitenkeki Kutotsuken | ||
| input = 41236D | | input = 41236D | ||
| images = | | images = KOF94_Chin_41236B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 29-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 35 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | hitadv = KD (+73) | ||
| blockadv = | | blockadv = -6 | ||
| invul = | | invul = full 2-16, low profile 17-60 | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 578: | Line 623: | ||
| name = Gouran Enpou | | name = Gouran Enpou | ||
| input = 236236C | | input = 236236C | ||
| images = | | images = KOF94_Chin_236236C.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 73-88 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 32 | ||
| active = | | active = 50 | ||
| recovery = | | recovery = 35 | ||
| hitadv = | | hitadv = KD (+19) | ||
| blockadv = | | blockadv = -25 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px |
Latest revision as of 01:53, 1 October 2023
Idle
Normals
Close Standing Normals
cl.A
Chin Gentsai Chin_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A Close 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. 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. | ||
9-12 | Mid | 5A, 2A, SP | 3 | 3 | 4 | +4 | +7 | - |
cl.B
Chin Gentsai Chin_clb | ||||||||||
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cl.B
cl.B Close 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. 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. | ||
9-11 | Low | SP | 4 | 4 | 4 | +3 | +6 | - |
cl.C
Chin Gentsai Chin_clc | ||||||||||
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cl.C
cl.C Close 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. 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. | ||
26-34 | Mid | SP | 4 | 7 | 9 | +4 | +6 | - |
cl.D
Chin Gentsai Chin_cld | ||||||||||
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cl.D
cl.D Close 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. 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. | ||
26-34, 12-15 | Mid | SP (first hit only) | 6 | 3(4)6 | 10 | +4 | +6 | - |
Far Standing Normals
Far A
Chin Gentsai Chin_fa | ||||||||||
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f.A
f.A Far 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. 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. | ||
9-12 | Mid | 5A, 2A, SP | 3 | 3 | 4 | +3 | +6 | - |
Far B
Chin Gentsai Chin_fb | ||||||||||
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f.B
f.B Far 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. 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. | ||
9-11 | Mid | N/A | 3 | 4 | 4 | +3 | +6 | - |
Far C
Chin Gentsai Chin_fc | ||||||||||
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f.C
f.C Far 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. 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. | ||
26-34 | Mid | N/A | 6 | 8 | 8 | +5 | +7 | - |
Far D
Chin Gentsai Chin_fd | ||||||||||
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f.D
f.D Far 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. 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. | ||
27-35 | Mid | N/A | 14 | 7 | 13 | +1 | +3 | - |
Standing CD
Chin Gentsai Chin_cd | ||||||||||
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5CD
5CD Standing 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. 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. | ||
30-47 | Mid | N/A | 12 | 12 | 22 | KD (+60) | -10 | - |
Crouching Normals
2A
Chin Gentsai Chin_2a | ||||||||||
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2A
2A Crouching 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. 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. | ||
9-11 | Mid | 5A, 2A, SP | 3 | 2 | 4 | +5 | +8 | - |
2B
Chin Gentsai Chin_2b | ||||||||||
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2B
2B Crouching 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. 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. | ||
7-9 | Low | SP | 3 | 3 | 5 | +3 | +6 | - |
2C
Chin Gentsai Chin_2c | ||||||||||
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2C
2C Crouching 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. 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. | ||
34-39 | Mid | N/A | 6 | 8 | 9 | +4 | +6 | - |
2D
Chin Gentsai Chin_2d | ||||||||||
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2D
2D Crouching 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. 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. | ||
20-28 | Low | N/A | 7 | 8 | 9 | KD (+55) | +6 | - |
Jumping Normals
j.A
Chin Gentsai Chin_ja | ||||||||||
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j.A
j.A Jumping 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. 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. | ||
9-12 | High | N/A | 4 | Until landing | 3 landing | - | - | - |
nj.B
Chin Gentsai Chin_njb | ||||||||||
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nj.B
nj.B Neutral Jump 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. 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. | ||
9-11 | High | N/A | 4 | Until landing | 3 landing | - | - | - |
j.B
Chin Gentsai Chin_jb | ||||||||||
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j.B
j.B Jumping 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. 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. | ||
9-11 | High | N/A | 6 | until landing | 3 landing | - | - | - |
nj.C
Chin Gentsai Chin_njc | ||||||||||
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nj.C
nj.C Neutral Jump 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. 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. | ||
30-35 | High | N/A | 9 | 8 | Until landing + 3 | - | - | - |
j.C
Chin Gentsai Chin_jc | ||||||||||
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j.C
j.C Jumping 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. 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. | ||
32-39, 16-19 | High | N/A | 2 | 2(2)7 | Until landing + 3 | - | - | - |
nj.D
Chin Gentsai Chin_njd | ||||||||||
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nj.D
nj.D Neutral Jump 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. 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. | ||
28-36 | High | N/A | 6 | 8 | Until landing + 3 | - | - | - |
j.D
Chin Gentsai Chin_jd | ||||||||||
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j.D
j.D Jumping 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. 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. | ||
26-33 | High | N/A | 9 | 8 | Until landing + 3 | - | - | - |
nj.CD
Chin Gentsai Chin_njcd | ||||||||||
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nj.CD
nj.CD Neutral Jump 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. 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. | ||
28-36 | High | N/A | 6 | 8 | Until landing + 3 | KD | - | - |
j.CD
Chin Gentsai Chin_jcd | ||||||||||
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j.CD
j.CD Jumping 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. 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. | ||
26-33 | High | N/A | 9 | 8 | Until landing + 3 | KD | - | - |
Defensive Attack
Chin Gentsai chin_defensiveattack | ||||||||||
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6A/B while blocking
6A/B while blocking Defensive Attack | ||||||||||
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. | ||
0 | Mid | N/A | 11 | 10 | 15 | -5 | -3 | upper body 1-36 |
Throws
Gou Inshu
Chin Gentsai Chin_cthrow | ||||||||||
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4/6 C when close
4/6 C when close Gou Inshu | ||||||||||
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. | ||
5-6 per tick | Throw | N/A | 1 | 1 | 0 | KD (+28) | N/A | - |
Gyaku Ashi Nage
Chin Gentsai Chin_dthrow | ||||||||||
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4/6 D when close
4/6 D when close Gyaku Ashi Nage | ||||||||||
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. | ||
33-42 | Throw | N/A | 1 | 1 | 0 | KD (+72) | N/A | - |
Special Moves
Hyoutan Geki
214A
Chin Gentsai Chin_214a | ||||||||||
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214A
214A Hyoutan Geki | ||||||||||
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. | ||
28-35 | Mid | N/A | 20 | 7 | 33 | +2 | +4 | - |
214C
Chin Gentsai Chin_214c | ||||||||||
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214C
214C Hyoutan Geki | ||||||||||
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. | ||
28-35 | Mid | N/A | 20 | 11 | 40 | -5 | -3 | - |
Ryuu Rin Hou Rai
421A
Chin Gentsai Chin_421a | ||||||||||
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421A
421A Ryuu Rin Hou Rai | ||||||||||
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. | ||
33-42 | Mid | N/A | 25 | 12 | 10 | +19 | +27 | - |
421C
Chin Gentsai Chin_421c | ||||||||||
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421C
421C Ryuu Rin Hou Rai | ||||||||||
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. | ||
35-44 | Mid | N/A | 28 | 31 | 10 | +19 | +27 | - |
Kaitenteki Kutotsuken
41236B
Chin Gentsai Chin_41236b | ||||||||||
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41236B
41236B Kaitenkeki Kutotsuken | ||||||||||
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. | ||
29-41 | Mid | N/A | 23 | 5 | 18 | KD (+79) | 0 | full 2-9, low profile 10-42 |
41236D
Chin Gentsai Chin_41236d | ||||||||||
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41236D
41236D Kaitenkeki Kutotsuken | ||||||||||
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. | ||
29-41 | Mid | N/A | 35 | 5 | 24 | KD (+73) | -6 | full 2-16, low profile 17-60 |
Desperation Moves
Gouran Enpou
Chin Gentsai chin_236236c | ||||||||||
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236236C
236236C Gouran Enpou | ||||||||||
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. | ||
73-88 | Mid | N/A | 32 | 50 | 35 | KD (+19) | -25 | - |