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

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===Close Standing Normals===
===Close Standing Normals===
====cl.A====
====cl.A====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_Ca
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_cla
| name = Close A
| name = Close A
| input = cl.A
| input = cl.A
| images = -Andy-c5A_proper.png
| images = KOF94 Andy clA.png
| hitboxes =  
| hitboxes = KOF94 Andy clA_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 3
| recovery = 5
| hitadv = +5
| hitadv = +2
| blockadv = +3
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====cl.B====
====cl.B====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_Cb
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_clb
| name = Close B
| name = Close B
| input = cl.B
| input = cl.B
| images = -Andy-c5B_proper.png
| images = KOF94 Andy clB.png
| hitboxes =  
| hitboxes = KOF94 Andy clB_Hitbox.png
| damage =  
| damage = 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Mid
| cancel = C
| cancel = 5B, 2B, SP
| startup = 6
| startup = 3
| active = 4
| active = 4
| recovery = 8
| recovery = 5
| hitadv = ±0
| hitadv = +2
| blockadv = -2
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====cl.C====
====cl.C====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_Cc
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_clc
| name = Close C
| name = Close C
| input = cl.C
| input = cl.C
| images = -Andy-c5C_proper.png,-Andy-c5C2_proper.png
| images = KOF94 Andy clC.png
| hitboxes =  
| hitboxes = KOF94 Andy clC_Hitbox.png
| damage =  
| damage = 27-34
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 3
| startup = 4
| active = 3,9
| active = 8
| recovery = 9
| recovery = 14
| hitadv = -5
| hitadv = -1
| blockadv = -3
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 65: Line 65:


====cl.D====
====cl.D====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_Cd
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_cld
| name = Close D
| name = Close D
| input = cl.D
| input = cl.D
| images = -Andy-c5D_proper.png
| images = KOF94 Andy clD.png
| hitboxes =  
| hitboxes = KOF94 Andy clD_Hitboxes.png
| damage =  
| damage = 32-41
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 5
| startup = 6
| active = 4
| active = 8
| recovery = 5
| recovery = 16
| hitadv = +3
| hitadv = -3
| blockadv = +1
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 86: Line 86:
===Far Standing Normals===
===Far Standing Normals===
====Far A====
====Far A====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_Fa
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_fa
| name = Far A
| name = Far A
| input = f.A
| input = f.A
| images = -Andy-f5A_proper.png
| images = KOF94 Andy fA.png
| hitboxes =  
| hitboxes = KOF94 Andy fA_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = N/A
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 5
| recovery = 5
| hitadv = +1
| hitadv = +2
| blockadv = -1
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====Far B====
====Far B====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_Fb
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_fb
| name = Far B
| name = Far B
| input = f.B
| input = f.B
| images = -Andy-f5B_proper.png
| images = KOF94 Andy fB.png
| hitboxes =  
| hitboxes = KOF94 Andy fB_Hitbox.png
| damage =  
| damage = 11-14
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N/A
| startup = 8
| startup = 6
| active = 3
| active = 4
| recovery = 13
| recovery = 8
| hitadv = -4
| hitadv = -1
| blockadv = -6
| blockadv = +2
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====Far C====
====Far C====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_Fc
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_fc
| name = Far C
| name = Far C
| input = f.C
| input = f.C
| images = -Andy-f5C_proper.png
| images = KOF94 Andy fC.png
| hitboxes =  
| hitboxes = KOF94 Andy fC_Hitbox.png
| damage =  
| damage = 26-33
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = C
| startup = 13
| startup = 7
| active = 2
| active = 8
| recovery = 17
| recovery = 23
| hitadv = -3
| hitadv = -10
| blockadv = -1
| blockadv = -8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====Far D====
====Far D====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_Fd
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_fd
| name = Far D
| name = Far D
| input = f.D
| input = f.D
| images = -Andy-f5D_proper.png
| images = KOF94 Andy fD.png
| hitboxes =  
| hitboxes = KOF94 Andy fD_Hitbox.png
| damage =  
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = N/A
| startup = 11
| startup = 8
| active = 4
| active = 8
| recovery = 5
| recovery = 18
| hitadv = +3
| hitadv = -5
| blockadv = +1
| blockadv = -3
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====Standing CD====
====Standing CD====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_5CD
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_cd
| name = Standing CD
| name = Standing CD
| input = 5CD
| input = 5CD
| images = -Andy-f5CD_proper.png
| images = KOF94 Andy CD.png
| hitboxes =  
| hitboxes = KOF94 Andy CD_Hitbox.png
| damage =  
| damage = 30-47
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 20
| startup = 5
| active = 4
| active = 8
| recovery = 16
| recovery = 25
| hitadv = SKD
| hitadv = KD (+56)
| blockadv = +2
| blockadv = -10
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 183: Line 184:
===Crouching Normals===
===Crouching Normals===
====2A====
====2A====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_2a
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_2a
| name = Crouching A
| name = Crouching A
| input = 2A
| input = 2A
| images = -Andy-2A_proper.png
| images = KOF94 Andy 2A.png
| hitboxes =  
| hitboxes = KOF94 Andy 2A_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = 5A, 2A, SP
| startup = 4
| startup = 3
| active = 4
| active = 4
| recovery = 4
| recovery = 5
| hitadv = +4
| hitadv = +2
| blockadv = +2
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====2B====
====2B====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_2b
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_2b
| name = Crouching B
| name = Crouching B
| input = 2B
| input = 2B
| images = -Andy-2B_proper.png
| images = KOF94 Andy 2B.png
| hitboxes =  
| hitboxes = KOF94 Andy 2B_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = N/A
| startup = 4
| startup = 6
| active = 4
| active = 5
| recovery = 5
| recovery = 5
| hitadv = +3
| hitadv = +1
| blockadv = +1
| blockadv = +4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====2C====
====2C====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_2c
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_2c
| name = Crouching C
| name = Crouching C
| input = 2C
| input = 2C
| images = -Andy-2C_proper.png,-Andy-2C2_proper.png
| images = KOF94 Andy 2C.png
| hitboxes =  
| hitboxes = KOF94 Andy 2C_Hitbox.png
| damage =  
| damage = 30-40
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup = 5
| startup = 5
| active = 3,3
| active = 10
| recovery = 20
| recovery = 10
| hitadv = -6
| hitadv = +1
| blockadv = -8
| blockadv = +3
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 241: Line 242:


====2D====
====2D====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_2d
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_2d
| name = Crouching D
| name = Crouching D
| input = 2D
| input = 2D
| images = -Andy-2D_proper.png
| images = KOF94 Andy 2D.png
| hitboxes =  
| hitboxes = KOF94 Andy 2D_Hitbox.png
| damage =  
| damage =  
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = N/A
| startup = 12
| startup = 6
| active = 3
| active = 8
| recovery = 19
| recovery = 16
| hitadv = SKD
| hitadv = KD (+43)
| blockadv = -4
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 262: Line 263:
===Jumping Normals===
===Jumping Normals===
====j.A====
====j.A====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_ja
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_ja
| name = Jumping A
| name = Jumping A
| input = j.A
| input = j.A
| images = -Andy-jA_proper.png
| images = KOF94 Andy jA.png
| hitboxes =  
| hitboxes = KOF94 Andy jA_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup = 6
| startup = 3
| active = 8
| active = Until landing
| recovery = -
| recovery = 3 landing
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 281: Line 282:
}}
}}
====nj.B====
====nj.B====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_njb
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_njb
| name = Neutral Jump B
| name = Neutral Jump B
| input = nj.B
| input = nj.B
| images = -Andy-njB_proper.png
| images = KOF94 Andy njB.png
| hitboxes =  
| hitboxes = KOF94 Andy njB_Hitbox.png
| damage =  
| damage = 11-14
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup = 6
| startup = 3
| active = 9
| active = Until landing
| recovery = -
| recovery = 3 landing
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 300: Line 301:
}}
}}
====j.B====
====j.B====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_jb
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_jb
| name = Jumping B
| name = Jumping B
| input = j.B
| input = j.B
| images = -Andy-jB_proper.png
| images = KOF94 Andy jB.png
| hitboxes =  
| hitboxes = KOF94 Andy jB_Hitbox.png
| damage =  
| damage = 11-14
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup = 6
| startup = 3
| active = 9
| active = Until landing
| recovery = -
| recovery = 3 landing
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====j.C====
====j.C====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_jc
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_jc
| name = Jumping C
| name = Jumping C
| input = j.C
| input = j.C
| images = -Andy-jC_proper.png
| images = KOF94 Andy jC.png
| hitboxes =  
| hitboxes = KOF94 Andy jC_Hitbox.png
| damage =  
| damage = 30-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup = 7
| startup = 2
| active = 4
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====nj.D====
====nj.D====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_njd
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_njd
| name = Neutral Jump D
| name = Neutral Jump D
| input = nj.D
| input = nj.D
| images = -Andy-njD_proper.png
| images = KOF94 Andy njB.png
| hitboxes =  
| hitboxes = KOF94 Andy njD_Hitbox.png
| damage =  
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup =
| startup = 2
| active =
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====j.D====
====j.D====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_jd
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_jd
| name = Jumping D
| name = Jumping D
| input = j.D
| input = j.D
| images = -Andy-jD_proper.png
| images = KOF94 Andy jB.png
| hitboxes =  
| hitboxes = KOF94 Andy jD_Hitbox.png
| damage =  
| damage = 29-38
| counter =
| stun  =
| guard = High
| cancel = N/A
| startup = 2
| active = 8
| recovery = Until landing + 3
| hitadv =
| blockadv =
| invul =
| display  = 200px
}}
====nj.CD====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_njcd
| name = Neutral Jump CD
| input = nj.CD
| images = KOF94 Andy njB.png
| hitboxes = KOF94 Andy njD_Hitbox.png
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel =
| cancel = N/A
| startup =
| startup = 2
| active =
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv =  
| blockadv = -
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
====j.CD====
====j.CD====
{{MoveData-KOF94 | character = Andy Bogard | moveId = Andy_jCD
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_jcd
| name = Jumping CD
| name = Jumping CD
| input = j.CD
| input = j.CD
| images = -Andy-jCD_proper.png
| images = KOF94 Andy jB.png
| hitboxes = KOF94 Andy jD_Hitbox.png
| damage = 29-38
| counter =
| stun  =
| guard = High
| cancel = N/A
| startup = 2
| active = 8
| recovery = Until landing + 3
| hitadv =
| blockadv =
| invul =
| display  = 200px
}}
 
===Defensive Attack===
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_defensiveattack
| name    = Defensive Attack
| input    = 6A/B while blocking
| images  = KOF94 Andy DefensiveAttack.png
| hitboxes = KOF94 Andy DefensiveAttack_Hitbox.png
| counter  =
| stun    =
| guard    = Mid
| cancel  = N/A
| startup  = 12
| active  = 12
| recovery = 22
| hitadv  = -13
| blockadv = -11
| invul    =
| display  = 200px
}}
 
===Throws===
====Kakaekomi Nage====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_throw
| name = Kakaekomi Nage
| input = 4/6 C/D when close
| images = KOF94_Andy_Throw.png
| hitboxes = KOF94 Andy Throw_Hitbox.png
| damage = 30-49
| counter =
| stun  =
| guard = Throw
| cancel =
| startup = 1
| active = 1
| recovery = 0
| hitadv = KD (+58)
| blockadv = N/A
| invul =
| display  = 200px
}}
 
==Special Moves==
====Shoryudan====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_236A
| name = Shoryudan
| version = 236A
| orderId = 1
| input =
| input2  =
| images =  KOF94 Andy 236A.png
| hitboxes = KOF94 Andy 236A-1_Hitbox.png, KOF94 Andy 236A-2_Hitbox.png, KOF94 Andy 236A-3_Hitbox.png
| damage = 44-52
| guard = Mid
| cancel = N/A
| startup = 4
| active = 3,9
| recovery = 29
| hitadv = KD (+60)
| blockadv = -14
| invul = 1-3 full
}}
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_236C
| name = Shoryudan
| version = 236C
| version2 =
| orderId = 2
| input =
| input2  =
| images = KOF94 Andy 236A.png
| hitboxes = KOF94 Andy 236A-1_Hitbox.png, KOF94 Andy 236A-2_Hitbox.png, KOF94 Andy 236A-3_Hitbox.png
| damage = 44-52
| guard = Mid
| cancel = N/A
| startup = 4
| active = 3,9
| recovery = 42
| hitadv = KD (+47)
| blockadv = -27
| invul = 1-3 full
}}
 
====Hishouken====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_214A
| name = Hishouken
| version = 214A
| orderId = 1
| input =
| input2  =
| images =  KOF94 Andy 214AC.png
| hitboxes = KOF94 Andy 214A_Hitbox.png
| damage = 24-31
| guard = Mid
| cancel = N/A
| startup = 13
| active = Projectile
| recovery = 40
| hitadv = -4
| blockadv = -3
| invul =
}}
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_214C
| name = Hishouken
| version = 214C
| version2 =
| orderId = 2
| input =
| input2  =
| images = KOF94 Andy 214AC.png
| hitboxes = KOF94 Andy 214A_Hitbox.png
| damage = 24-31
| guard = Mid
| cancel = N/A
| startup = 13
| active = Projectile
| recovery = 50
| hitadv = -4
| blockadv = -3
| invul =
}}
 
====Zaneiken====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_16A
| name = Zaneiken
| version = [1]6A
| orderId = 1
| input =
| input2  =
| images =  KOF94 Andy 16AC.png
| hitboxes = KOF94 Andy 16A_Hitbox.png
| damage = 31-40
| guard = Mid
| cancel = N/A
| startup = 11
| active = 10
| recovery = 1
| hitadv = +4
| blockadv = +8
| invul =
}}
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_16C
| name = Zaneiken
| version = [1]6C
| version2 =
| orderId = 2
| input =
| input2  =
| images = KOF94 Andy 16AC.png
| hitboxes = KOF94 Andy 16A_Hitbox.png
| damage =
| guard = Mid
| cancel = N/A
| startup = 15
| active = 25
| recovery = 1
| hitadv = -2
| blockadv = 0
| invul =
}}
 
====Kuuha Dan====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_19B
| name = Kuuha Dan
| version = [1]9B
| orderId = 1
| input =
| input2  =
| images =  KOF94 Andy 16BD.png
| hitboxes = KOF94 Andy 19B-1_Hitbox.png, KOF94 Andy 19B-2_Hitbox.png, KOF94 Andy 19B-3_Hitbox.png, KOF94 Andy 19B-4_Hitbox.png
| damage = 26-35
| guard = Mid
| cancel = N/A
| startup = 16
| active = 32
| recovery = 16
| hitadv = KD (+50~+82)
| blockadv = -4~+9
| invul = 1-12 low profile
}}
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_19D
| name = Kuuha Dan
| version = [1]9D
| version2 =
| orderId = 2
| input =
| input2  =
| images = KOF94 Andy 16BD.png
| hitboxes = KOF94 Andy 19B-1_Hitbox.png, KOF94 Andy 19B-2_Hitbox.png, KOF94 Andy 19B-3_Hitbox.png, KOF94 Andy 19B-4_Hitbox.png
| damage = 39-47 per two-hit combo
| guard = Mid
| cancel = N/A
| startup = 18
| active = 38
| recovery = 16
| hitadv = -3~+6
| blockadv = -1~+8
| invul = 1-13 low profile
}}
 
==Desperation Moves==
====Chou Reppa Dan====
{{MoveData-KOF94 | character = Andy Bogard | moveId = andy_2236BD
| name = Chou Reppa Dan
| input = [2]236BD
| images = KOF94_Andy_2236BD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 101-127
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 21
| active =
| active = 3(1)1(1)1(1)1(1)1(1)1(1)1(2)1(1)1(1)1(1)1(1)1(1)1(1)5
| recovery = -
| recovery = 18
| hitadv = KD (+41 at worst)
| blockadv = -2 at worst
| invul = 3-23 full
| display  = 400px
}}
{{Navbox '94}}
[[Category:The King of Fighters '94]]
[[Category:Andy Bogard]]

Latest revision as of 16:52, 11 November 2023

The King of Fighters '94

OverviewStrategyDataCombos

Idle

Normals

Close Standing Normals

cl.A

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


cl.B

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


cl.C

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


cl.D

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


Far Standing Normals

Far A

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


Far B

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


Far C

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


Far D

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


Standing CD

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


Crouching Normals

2A

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


2B

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


2C

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


2D

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


Jumping Normals

j.A

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


nj.B

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


j.B

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


j.C

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


nj.D

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


j.D

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


nj.CD

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


j.CD

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


Defensive Attack

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


Throws

Kakaekomi Nage

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


Special Moves

Shoryudan

Andy Bogard
andy_236A
Shoryudan


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



Andy Bogard
andy_236C
Shoryudan


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


Hishouken

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



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


Zaneiken

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



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


Kuuha Dan

Andy Bogard
andy_19B
Kuuha Dan



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



Andy Bogard
andy_19D
Kuuha Dan



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


Desperation Moves

Chou Reppa Dan

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


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