|
|
Line 120: |
Line 120: |
| * '''Excellent Speed''': Najd has amazing run speed and an aggressive hop arc. She excels in outmaneuvering the opponent and landing stray hits from the air or ground. Her advancing special moves bolster her powerful aggression. | | * '''Excellent Speed''': Najd has amazing run speed and an aggressive hop arc. She excels in outmaneuvering the opponent and landing stray hits from the air or ground. Her advancing special moves bolster her powerful aggression. |
| * '''Catastrophic Damage''': Najd can land devastating combos once she gains levels on her Retribution of the Unknown special. Once she has levels, it doesn't take much meter to melt the opponent's health bar. Najd's combo routing is also very flexible which allows her to either meter dump or land an Anticipated Power to put her in another excellent position. | | * '''Catastrophic Damage''': Najd can land devastating combos once she gains levels on her Retribution of the Unknown special. Once she has levels, it doesn't take much meter to melt the opponent's health bar. Najd's combo routing is also very flexible which allows her to either meter dump or land an Anticipated Power to put her in another excellent position. |
| * '''Good Mixup Tools''': j.C, Alluring Rains, and her run speed give Najd various ways to mix up the opponent. Her stronger mixup tools can lead to her easily accessing her win condition. She is also very good at making the opponent guess between a wide range of potential tools on defense. | | * '''Good Mixup Tools''': j.C, cl.D, Alluring Rains, and her run speed give Najd various ways to mix up the opponent. Her stronger mixup tools can lead to her easily accessing her win condition. She is also very good at making the opponent guess between a wide range of potential tools on defense. |
| * '''Anywhere Juggle''': Najd has multiple ways of accessing anywhere juggle. EX Anticipated Power is a decent anywhere juggle move which immediately gives Najd her win condition. And, while it is rare to get, level 3 Retribution of the Unknown also has the anywhere juggle property which can make the opponent sweat as long as she has it. | | * '''Anywhere Juggle''': Najd has multiple ways of accessing anywhere juggle. EX Anticipated Power is a decent anywhere juggle move which immediately gives Najd her win condition. And, while it is rare to get, level 3 Retribution of the Unknown also has the anywhere juggle property which can make the opponent sweat as long as she has it. |
| * '''Answers to fireballs''': Heavy Blade of Purity and Virtue of Deceit allow her to effectively punish the opponent for throwing projectiles. In addition to this, Retribution of the Unknown puts Najd in an airborne state. This allows her to leap over grounded fireballs like Power Wave. | | * '''Answers to fireballs''': Heavy Blade of Purity and Virtue of Deceit allow her to effectively punish the opponent for throwing projectiles. In addition to this, Retribution of the Unknown puts Najd in an airborne state. This allows her to leap over grounded fireballs like Power Wave. |
|
| |
|
| | cons= | | | cons= |
| * '''Horrific Defense''': placeholder. | | * '''Horrific Defense''': It cannot be understated, Najd has some of the worst defense in the game. Having a 7F level 2 super (Circling Rotation) be her only invincible reversal is definitely not a good look. She also has trouble defending herself in neutral due to her underwhelming ground normals and somewhat stubby rangs. |
| * '''Lackluster Anti Air''': placeholder. | | * '''Lackluster Anti Air''': Najd struggles to consistently anti air the opponent from the ground. Her 2C is very committal due to its long recovery. This forces her to look for air to airs. While this isn't terrible for Najd, her stubby range on her air normals leads to her facing tough matchup against the high tiers. |
| * '''Struggles to get going''': placeholder. | | * '''Struggles to get going''': Najd needs to land Anticipated Power for her strengths to truly shine. If she can't land a solid hit into Anticipated Power, Najd can struggle to start landing big damage and mixups. |
| * '''Problems with midrange''': placeholder. | | * '''Problems with midrange''': Najd's normals, while not being bad, aren't as consistently strong as the high tiers. She either struggles with range, speed, recovery, or all of those issues. Her longer range moves such as Retribution of the Unknown and Heavy Blades of Purity have significant startup which can make it harder for her to control the midrange. |
| * '''Troubles with Safety''': placeholder. | | * '''Troubles with Safety''': Najd's special moves leave a little to be desired in terms of safety. Her Light Blade of Purity is very unsafe in block, the first hit of it being minus 10. Retribution of the Unknown can also be punished with a throw if it is spaced improperly. Her safer blockstring enders, 6A and Heavy Blades of Purity, either can't combo from her lights or can't combo from her command normals, making it hard for Najd to maintain threatening block pressure. |
| }} | | }} |
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| |
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Revision as of 05:45, 15 November 2023
Najd is a very quiet person dressed with an Abaya (traditional Saudi garment) with extraordinary powers. At night, she puts on her Abaya and turns into a vigilante to protect her fellow citizens.
In contrast to her mysterious appearance, she is a college student during the day.
Jump: 40f
Hop: 32f
Backdash: 23f
Run Speed Ranking: ?
Replays
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Piercing Malice -
/
+
Blinding Mercy -
/
+
Command Normals
Wings of Eternity -
+
Storm of Valor -
+
(Air Only)
Special Moves
Blade of Purity 1 -
+
(*)
- ┗Blade of Purity 2 -
+
/
- ┗Blade of Purity 3 -
+
/
- ┗Retribution of the Unknown -
+
(Requires at least 1 Anticipated Power charge)
Blade of Purity -
+
(*)
- ┗Retribution of the Unknown -
+
(Requires at least 1 Anticipated Power charge)
Unleashed Soul -
+
+
(*) (Midair Only)
Alluring Ruins -
+
/
(*)
Anticipated Power -
+
/
(*)
Retribution of the Unknown (Lv.0) -
+
(*)
Retribution of the Unknown (Lv.0-3) -
+
Super Special Moves
Virtue of Deceit -
+
/
(!)
Circling Rotation -
+
/
(!) (Midair OK)
Climax Super Special Moves
Roaring Justice - ![Qcb.gif](/w/images/d/da/Qcb.gif)
![Db.gif](/w/images/4/42/Db.gif)
+
+
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
|
Anywhere, light starter
Anywhere, heavy starter
|
2B > 2A > 236A > 6P > 6P = 141 dmg
cl.C/2C > 6A > 236A > 6P > 6P = 215 dmg
|
½ Meter
|
Anywhere, light starter
Anywhere, heavy starter
|
2B > 2A > 236BD = 146 dmg
cl.C/2C > 6A > 236AC > 6P > 6P, dl. 6A > 236C = 316 dmg
|
1 Meter
|
Anywhere
Anywhere
|
2B > 2A > 236A > 6P > 6P > 214214P, dl. 236A > dl. 6P > 6P = 310 dmg
cl.C/2C > 6A > 214B > j.214214P = 396 dmg
|
2 Meter
|
Anywhere
Corner
|
move > move > move = 0 dmg
move > move > move = 0 dmg
|
Gameplay Overview
Najd returns from KOF XIV boasting excellent speed, oppressive mixups, and explosive damage. With her assortment of tools, she is able to access strong knockdowns that lead into powerful sequences that can easily allow Najd to snowball the match in her favor.
Najd has several forward advancing options that allow her to cover multiple odd angles and launch an offensive. Her special moves such as Retribution of the Unknown, Heavy Blade of Purity, and Unleashed Soul let her mount a strong approach against the opponent. Coupled with her excellent run speed, this allows Najd to quickly turn the neutral game in her favor at any point in the match. Her air normals such as j.B and j.CD also let her land crucial air to airs fairly consistently.
Once Najd wins the neutral game, her strengths really begin to shine. Najd has a plethora of mixup tools to crack open the opponent's guard. Her j.C serves as an excellent crossup tool, she has good frametrap options with 2A<6A and 6A<Heavy Retribution for the Unknown, both of which leave her safe, and her Alluring Ruins is a command grab that can lead to full combos if you use the EX version. When Najd finally lands the hit, she can deal insane damage for a low amount of bar thanks to her Retribution of the Unknown special move dealing massive damage and setting up for great juggles once it's leveled up (Anticipated Power and Retribution of the Unknown will be further explained below). She can dish out a monstrous amount of damage which can easily let her steal a round from the opponent.
However, Najd has some considerable weaknesses. She has the absolute worst defense in the game. Najd's only invincible reversal is a 7 frame startup level 2 super, Circling Rotation. Despite her having decent normals on the air and ground, her range and hitboxes leave a bit to be desired against some of the higher tier characters in the game. She also struggles to anti air consistently from the ground. Her 2C, despite having a decent hitbox, has a considerable amount of recovery which makes it risky to use often. Finally, to set up her offense, she has to land her hitgrab special, Anticipated Power. This means that it might be a lot harder for Najd to get going if you don't land this special move.
Najd is a character of very high highs and very low lows. If you want an explosive speedster who can convert any potential situation into a winning sequence, then Najd is definitely a character you want to try.
Anticipated Power & Retribution of the Unknown
Najd's Retribution of the Unknown has been completely overhauled from its iteration in KOF XIV. Instead of being a negative edge type special move where holding down certain buttons for an extended period of the time increased the power of the move, it is now a special that levels up by landing her new hitgrab special, Anticipated Power.
Retribution of the Unknown is the source of Najd's insane damage potential. It starts at level zero and can be leveled up to a maximum level of three throw Anticipated Power. The level zero version of Retribution of the Unknown is a fairly weak tool that doesn't do much beyond allow for unleveled combo extensions. Each leveled version of Retribution of the Unknown can be cancelled into from her Light Blades of Purity special. The level 1 version of the move deals increased damage and puts the opponent in a fully juggleable state. It also travel further and is safe on block. The level 2 version does increased damage and launches the opponent higher, allowing for stronger combos. The level 3 version does the most damage, gives the best launch, and has an anywhere juggle property, meaning that she can turn any stray air to air into a deadly combo.
Anticipated power is a slow, punishable hitgrab that grants Najd a level for Retribution of the Unknown. The EX version of the move gives Najd two levels and has an anywhere juggle property. You will be fishing to land this move the whole match until it lands. Once she can land Anticipated Power, she gains access to an incredibly strong knockdown. She can use that opportunity to land the next mixup and potentially win the round based on how much meter she has. It's important to confirm into this move whenever you can since it forms the backbone of her gameplan.
Najd is a speedy rushdown character with explosive conversions and powerful offense. |
Pros |
Cons |
- Excellent Speed: Najd has amazing run speed and an aggressive hop arc. She excels in outmaneuvering the opponent and landing stray hits from the air or ground. Her advancing special moves bolster her powerful aggression.
- Catastrophic Damage: Najd can land devastating combos once she gains levels on her Retribution of the Unknown special. Once she has levels, it doesn't take much meter to melt the opponent's health bar. Najd's combo routing is also very flexible which allows her to either meter dump or land an Anticipated Power to put her in another excellent position.
- Good Mixup Tools: j.C, cl.D, Alluring Rains, and her run speed give Najd various ways to mix up the opponent. Her stronger mixup tools can lead to her easily accessing her win condition. She is also very good at making the opponent guess between a wide range of potential tools on defense.
- Anywhere Juggle: Najd has multiple ways of accessing anywhere juggle. EX Anticipated Power is a decent anywhere juggle move which immediately gives Najd her win condition. And, while it is rare to get, level 3 Retribution of the Unknown also has the anywhere juggle property which can make the opponent sweat as long as she has it.
- Answers to fireballs: Heavy Blade of Purity and Virtue of Deceit allow her to effectively punish the opponent for throwing projectiles. In addition to this, Retribution of the Unknown puts Najd in an airborne state. This allows her to leap over grounded fireballs like Power Wave.
|
- Horrific Defense: It cannot be understated, Najd has some of the worst defense in the game. Having a 7F level 2 super (Circling Rotation) be her only invincible reversal is definitely not a good look. She also has trouble defending herself in neutral due to her underwhelming ground normals and somewhat stubby rangs.
- Lackluster Anti Air: Najd struggles to consistently anti air the opponent from the ground. Her 2C is very committal due to its long recovery. This forces her to look for air to airs. While this isn't terrible for Najd, her stubby range on her air normals leads to her facing tough matchup against the high tiers.
- Struggles to get going: Najd needs to land Anticipated Power for her strengths to truly shine. If she can't land a solid hit into Anticipated Power, Najd can struggle to start landing big damage and mixups.
- Problems with midrange: Najd's normals, while not being bad, aren't as consistently strong as the high tiers. She either struggles with range, speed, recovery, or all of those issues. Her longer range moves such as Retribution of the Unknown and Heavy Blades of Purity have significant startup which can make it harder for her to control the midrange.
- Troubles with Safety: Najd's special moves leave a little to be desired in terms of safety. Her Light Blade of Purity is very unsafe in block, the first hit of it being minus 10. Retribution of the Unknown can also be punished with a throw if it is spaced improperly. Her safer blockstring enders, 6A and Heavy Blades of Purity, either can't combo from her lights or can't combo from her command normals, making it hard for Najd to maintain threatening block pressure.
|
Normals
Far Standing Normals
Far A
stand A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
special
|
6
|
4
|
8
|
+3
|
+1
|
-
|
30
|
60
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Far B
stand B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Mid
|
super
|
6
|
4
|
13
|
-2
|
-4
|
-
|
30
|
60
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Far C
stand C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
special
|
8
|
4
|
19
|
-2
|
-4
|
-
|
70
|
120
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Far D
stand D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Mid
|
super
|
10
|
7
|
17
|
-3
|
-5
|
-
|
70
|
120
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Close Standing Normals
Close 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. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
3
|
6
|
+6
|
+4
|
-
|
30
|
60
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Close 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. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Low
|
command
|
5
|
4
|
7
|
+4
|
+2
|
-
|
30
|
60
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Close 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. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70 (15*3+25)
|
Mid
|
command
|
5
|
2 (3) 2 (3) 2 (6) 2
|
20
|
+1
|
-3
|
-
|
70 (15*3+25)
|
120 (20*3+60)
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Close 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. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
High
|
super
|
22
|
2
|
20
|
+1
|
-3
|
-
|
80
|
120
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Crouch Normals
Crouch A
crouch A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
4
|
8
|
+3
|
+1
|
-
|
30
|
60
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Crouch B
crouch B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
15
|
Low
|
self, super
|
5
|
4
|
9
|
+2
|
0
|
-
|
15
|
30
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Crouch C
crouch C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
command
|
7
|
6
|
26
|
-11
|
-13
|
-
|
70
|
120
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Crouch D
crouch D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Low
|
special
|
10
|
4
|
19
|
SKD (+26)
|
-4
|
-
|
70
|
120
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Jump Normals
Jump A
jump A
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop A
hop A
|
40
|
High
|
special
|
4
|
5
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump A
jump A
|
45
|
High
|
special
|
4
|
5
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Jump B
jump B
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop B
hop B
|
40
|
High
|
-
|
6
|
6
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump B
jump B
|
35
|
High
|
-
|
6
|
6
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Jump C
jump C
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop C
hop C
|
70
|
Mid
|
-
|
12
|
4
|
1 on ground
|
-
|
-
|
-
|
-
|
100
|
jump C
jump C
|
70
|
Mid
|
-
|
12
|
4
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Jump D
jump D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop D
hop D
|
70
|
High
|
-
|
9
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump D
jump D
|
70
|
High
|
-
|
9
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Blowback
Blowback
Blowback
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
special
|
14
|
4
|
23
|
Wall Splat (+73~+89) / SKD (Air hit)
|
-4
|
-
|
100
|
160
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Shatter Strike
ShatterStrike
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
-
|
15
|
6
|
27
|
Crumple (+93) / Wall Bounce (Air hit)
|
-10
|
Armor: 4 to 14 (11 frames)
|
0
|
200
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Jump CD
jump CD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop CD
hop CD
|
80
|
Mid
|
special
|
14
|
7
|
1 on ground
|
SKD
|
-
|
-
|
80
|
120
|
jump CD
jump CD
|
90
|
Mid
|
special
|
14
|
7
|
1 on ground
|
SKD
|
-
|
-
|
80
|
140
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Rush Moves
rush
NO IMAGE FOUND
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
cl.AA
cl.AA
|
48 (25+25)
|
Mid
|
-
|
6
|
-
|
-
|
-5
|
-7
|
-
|
30
|
120 (60+60)
|
cl.AAX
cl.AAX
|
70 (25+25+25)
|
Mid
|
-
|
6
|
-
|
-
|
-3
|
-5
|
-
|
30
|
180 (60+60+60)
|
- Placeholder
- Placeholder
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Placeholder
|
|
Throws
Piercing Malice
(close) 4/6+C
(close) 4/6+C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
-
|
-
|
1
|
1
|
0
|
HKD (+49)
|
Unblockable
|
-
|
0
|
0
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Blinding Mercy
(close) 4/6+D
(close) 4/6+D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
-
|
-
|
1
|
1
|
0
|
HKD (+27)
|
Unblockable
|
-
|
0
|
0
|
- Placeholder
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Placeholder
|
|
Command Moves
Wings of Eternity
Wings of Eternity
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
60 [45]
|
Mid
|
special
|
17 [15]
|
4
|
17
|
0
|
-2
|
-
|
40
|
110 [80]
|
- Placeholder
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Placeholder
|
|
Storm of Valor
Oroshi
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80 (40+40)
|
?
|
special
|
9
|
2 (4) 3
|
1 on ground
|
-
|
-
|
-
|
80 (40+40)
|
?
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Special Moves
Blade of Purity 1
Blade of Purity 1
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
30
|
Mid
|
super
|
8
|
3
|
24
|
-6
|
-10
|
-
|
20
|
30
|
AC
AC
|
30
|
Mid
|
-
|
15
|
3
|
24
|
-6
|
-10
|
-
|
0
|
30
|
|
Blade of Purity 2
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
40
|
Mid
|
super
|
9
|
4
|
25
|
-8
|
-12
|
-
|
20
|
30
|
AC
AC
|
40
|
Mid
|
-
|
9
|
4
|
25
|
-8
|
-12
|
-
|
0
|
30
|
|
Blade of Purity 3
236A/AC~6P~6P
236A/AC~6P~6P
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
54 (13*3+15)
|
Mid
|
super, 214D
|
8
|
14
|
30
|
SKD (+23)
|
-14
|
-
|
30 (5*3+15)
|
<30
|
AC
AC
|
30 (5+4*4+9)
|
Mid
|
-
|
12
|
3 (11) 1 (1) 1 (1) 1 (1) 1 (1) 1
|
35
|
Juggle (+58)
|
-25
|
-
|
0
|
<70
|
|
Retribution of the Unknown
236A/AC~6P~6P~214D
236A/AC~6P~6P~214D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
D Level 1
D Level 1
|
120
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+84)
|
-2
|
-
|
100
|
120
|
D Level 2
D Level 2
|
140
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+83)
|
-2
|
-
|
120
|
140
|
D Level 3
D Level 3
|
180
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+101)
|
-2
|
-
|
160
|
180
|
- Placeholder
- Placeholder
- Placeholder
Placeholder
|
|
Blade of Purity
Blade of Purity
236C (~214D)
236C (~214D)
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
C
C
|
120 (20*3+60)
|
Mid
|
super, 214D
|
21
|
14
|
18
|
SKD (+36)
|
-2
|
-
|
105 (15*3+60)
|
120 (20*3+60)
|
D Level 1
D Level 1
|
120
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+80)
|
-2 (Close Range) to 2 (Max Range)
|
-
|
100
|
120
|
D Level 2
D Level 2
|
140
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+80)
|
-2 (Close Range) to 3 (Max Range)
|
-
|
120
|
140
|
D Level 3
D Level 3
|
180
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+99)
|
-2 (Close Range) to 3 (Max Range)
|
-
|
160
|
180
|
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.
- Negates regular projectiles and will not lose any hits doing so.
- Only combos from cl.C directly, or in juggles.
- Juggles into 236A in the corner.
Placeholder
|
|
Unleashed Soul
Unleashed Soul
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
100
|
Mid
|
super
|
15
|
16
|
10 on ground
|
-
|
-
|
-
|
100
|
100
|
D
D
|
60
|
Mid
|
super
|
15
|
Active until landing
|
17 on ground
|
-
|
-
|
-
|
60
|
60
|
BD
BD
|
120
|
Mid
|
-
|
15
|
Active until landing
|
15 on ground
|
-
|
-
|
-
|
0
|
120
|
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.
- Normal versions cannot be performed during a back jump.
- However, if Najd manages to hit the opponent in the air with cancellable air normal (i.e. j.A, j.CD, j.AC) during a back jump, she is instead able to cancel said normals into this move.
- All versions can be done during a backdash.
- Placeholder
Placeholder
|
|
Alluring Ruins
Alluring Ruins
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
130 (10+20+30+20+50)
|
N/A
|
-
|
6
|
1
|
45
|
KND (+38)
|
Unblockable
|
-
|
0
|
N/A
|
C
C
|
130 (10+20+30+20+50)
|
N/A
|
-
|
6
|
1
|
45
|
KND (+38)
|
Unblockable
|
-
|
0
|
N/A
|
AC
AC
|
130 (20+20+30+10*6)
|
N/A
|
-
|
6
|
1
|
45
|
Juggle (+74)
|
Unblockable
|
-
|
0
|
N/A
|
- Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.
- EX version sets up a juggle, but adds 30% scaling.
- Outside of the corner, Najd has very limited options off an EX command grab unless she has 2 or more Anticipated Power charges available.
Placeholder
|
|
Anticipated Power
Anticipated Power
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
80 (0+15*4+20)
|
N/A
|
-
|
13
|
2
|
44
|
HKD (+69)
|
-27
|
-
|
0
|
0
|
D
D
|
80 (0+15*4+20)
|
N/A
|
-
|
13
|
2
|
44
|
HKD (+69)
|
-27
|
-
|
0
|
0
|
BD
BD
|
120 (0+20*4+40)
|
N/A
|
-
|
13
|
2
|
44
|
HKD (+69)
|
-27
|
-
|
0
|
0
|
- Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.
- All versions combo from lights.
- EX version has anywhere juggle properties and a 30% scaling penalty is added if the move connects in this manner.
- Regular versions gives her one charge on hit, EX gives two.
- Najd can hold up to 3 charges. The charges do not carry over rounds but will not be lost over time.
Placeholder
|
|
Retribution of the Unknown
Retribution of the Unknown
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
80
|
Mid
|
super
|
18
|
6
|
18
|
SKD (+30 [+32])
|
[-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block.
|
-
|
60
|
80
|
D Level 0
D Level 0
|
80
|
Mid
|
super
|
18
|
6
|
18
|
SKD (+30 [+32])
|
[-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block.
|
-
|
60
|
80
|
D Level 1
D Level 1
|
120
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+80)
|
-2 (Close Range) to 2 (Max Range)
|
-
|
100
|
120
|
D Level 2
D Level 2
|
140
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+80)
|
-2 (Close Range) to 3 (Max Range)
|
-
|
120
|
140
|
D Level 3
D Level 3
|
180
|
Mid
|
super
|
18
|
6
|
15
|
Juggle (+99)
|
-2 (Close Range) to 3 (Max Range)
|
-
|
160
|
180
|
BD
BD
|
140
|
N/A
|
-
|
18
|
6
|
15
|
SKD (+37 [+39])
|
[-2 (Close Range) to 3 (Max Range)] - Stand block and tall crouching characters / [0 (Close Range)] - Average and small crouching characters block.
|
-
|
0
|
120
|
Najd leaps forwards and attacks with an arc of energy.
- Numbers in [] indicate values against a crouching opponent.
- All versions only combo from heavies.
- B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.
- D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.
- Najd leaps progressively further and faster the more charges she accumulates.
- At level 3, this move gains anywhere juggle properties. Just like with K's EX Minute Spike, an additional 25% scaling penalty is added if this move connects in this manner.
- EX version does not allow any juggles afterwards (without a counter hit), unlike all other versions.
Placeholder
|
|
Super Special Moves
Virtue of Deceit
Virtue of Deceit
236236A/C/AC
236236A/C/AC
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
200 (25*6+50) Min: 97
|
Mid
|
advanced, climax
|
8
|
3 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3
|
50
|
HKD (+47)
|
-28
|
Full Body: 1 to 2 (2 Frames)
|
0
|
0
|
C
C
|
200 (25*6+50) Min: 97
|
Mid
|
advanced, climax
|
8
|
3 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3
|
50
|
HKD (+47)
|
-28
|
Full Body: 1 to 2 (2 Frames)
|
0
|
0
|
AC
AC
|
350 (20*15+50) Min: 175
|
Mid
|
climax
|
8
|
2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2
|
50
|
HKD (+48)
|
-27
|
Full Body: 1 to 13 (13 Frames)
|
0
|
0
|
Najd unleashes a pulsating series of jaws that travels further and further.
- Regular versions reach about 80% of the screen while the MAX version reaches almost full screen.
- Regular versions negate super projectiles while the MAX version negates MAX super projectiles.
- Loses damage if the opponent is not in range to receive all the hits - more hits whiff the further away they are.
- Possess projectile invincibility, allowing regular versions to beat MAX projectiles like those from Maxima and Ryo if properly timed.
Placeholder
|
|
Circling Rotation
Circling Rotation
214214A/C/AC
214214A/C/AC
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
130
|
Mid
|
advanced, climax
|
15
|
6
|
43
|
Juggle (+67)
|
-30
|
Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames)
|
0
|
0
|
C
C
|
130
|
Mid
|
advanced, climax
|
15
|
6
|
43
|
Juggle (+67)
|
-30
|
Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames)
|
0
|
0
|
AC
AC
|
230 (50*3+80)
|
Mid
|
climax
|
10
|
8
|
48
|
Juggle (+72)
|
-31
|
Full Body: 1 to 15 (15 Frames)
|
0
|
0
|
- Launches opponent, MAX version launches higher and always allows a link into standalone 6A.
- Placeholder
- Placeholder
Placeholder
|
|
Circling Rotation (air)
Circling Rotation (air)
j214214A/C/AC
j214214A/C/AC
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
250
|
Mid
|
-
|
7
|
8
|
30 on ground
|
HKD (+49)
|
-58
|
Full Body: 1 to 3 (3 Frames)
|
0
|
0
|
C
C
|
250
|
Mid
|
-
|
7
|
8
|
30 on ground
|
HKD (+49)
|
-58
|
Full Body: 1 to 3 (3 Frames)
|
0
|
0
|
AC
AC
|
390 (80*3+150)
|
Mid
|
-
|
7
|
8
|
30 on ground
|
HKD (+53)
|
-58
|
Full Body: 1 to 14 (14 Frames)
|
0
|
0
|
Najd spins clockwise in the air, creating a swirl of energy.
- Despite the animation, does not hit behind Najd.
- Placeholder
- Placeholder
Placeholder
|
|
Climax Super Special Moves
Roaring Justice
Roaring Justice
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
440 (0+30*3+150+200) Min: 270
|
Mid
|
-
|
11
|
30
|
67
|
HKD (+12)
|
-78
|
Full Body: 1 to 18 (18 Frames)
|
0
|
0
|
Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.
- The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.
- Placeholder
- Placeholder
Placeholder
|
|
Misc
Alternate Colors
|
|
|
|
Color 1
|
Color 2
|
Color 3
|
Color 4
|
|
|
|
|
Color 5
|
Color 6
|
Color 7
|
Color 8
|
Videos
Navigation