-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/King of Dinosaurs: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
AmedoS310 (talk | contribs)
AmedoS310 (talk | contribs)
(8 intermediate revisions by the same user not shown)
Line 324: Line 324:
|name=Rex Head
|name=Rex Head
|input=6A
|input=6A
|captions= Raw Version (Hitbox), Cancel Version
|description=* Slow standing overhead. Punishable on block but can be made safe if spaced correctly. Can cancel into supers on hit or extended with quick max, but be aware that either option suffers from quite a bit of scaling and should only be used to secure a KO.
|description=* Slow standing overhead. Punishable on block but can be made safe if spaced correctly. Can cancel into supers on hit or extended with quick max, but be aware that either option suffers from quite a bit of scaling and should only be used to secure a KO.
*Loses its overhead property when used in combos but becomes special cancelable. Has a bad tendency to whiff if even slightly misspaced, so 4A is typically preferred in combos wherever possible. That said, 6A is the superior command normal for pressuring blocking opponents and is a critical tool in Dino's guard crush game.
*Loses its overhead property when used in combos but becomes special cancelable. Has a bad tendency to whiff if even slightly misspaced, so 4A is typically preferred in combos wherever possible. That said, 6A is the superior command normal for pressuring blocking opponents and is a critical tool in Dino's guard crush game.
Line 346: Line 347:
|name=Zetsumetsu Hurricane
|name=Zetsumetsu Hurricane
|input=63214A/C/AC
|input=63214A/C/AC
|captions= A Version (Hitbox), C Version (Hitbox), , EX Version
|description3= * Dino's command grab. All versions give hard knockdowns.
|description3= * Dino's command grab. All versions give hard knockdowns.
* '''A version''' Starts up instantly, giving Dino punishes to typically safe moves. The range is on the short side but can also be cancelled into, making his 5B counterpokes quite dangerous.
* '''A version''' Starts up instantly, giving Dino punishes to typically safe moves. The range is on the short side but can also be cancelled into, making his 5B counterpokes quite dangerous.
Line 357: Line 359:
|name=Assault Raptor
|name=Assault Raptor
|input=236B/D/BD
|input=236B/D/BD
|captions= B Version (Hitbox), D Version, EX Version
|description3=* Dino leaps forward to bite the opponent before kicking them away. All versions cause a hard knockdown, but advantage is dependent on screen position (e.g. more pressure opportunities on a cornered opponent). Quite a bit of landing recovery on whiff.
|description3=* Dino leaps forward to bite the opponent before kicking them away. All versions cause a hard knockdown, but advantage is dependent on screen position (e.g. more pressure opportunities on a cornered opponent). Quite a bit of landing recovery on whiff.
* '''B version''' Dino leaps forward a short distance before landing. Capable of threatening with this move at the max range of 5B and 2B -regardless of hit or block- and low crushes reflexive mashing. Usually goes sailing over the opponent if not correctly spaced.
* '''B version''' Dino leaps forward a short distance before landing. Capable of threatening with this move at the max range of 5B and 2B -regardless of hit or block- and low crushes reflexive mashing. Usually goes sailing over the opponent if not correctly spaced.
Line 369: Line 372:
|name=Ankylo Hammer
|name=Ankylo Hammer
|input=236A/C/AC
|input=236A/C/AC
|captions= A Version (Hitbox),,, C Version,,,, EX Version
|description3=* '''A version''' Dino swipes twice with his claws. Can combo from lights but whiffs at max 2A range. The first hit is super cancellable, while the second hit blows the opponent away for a soft knockdown. The second hit can also connect OTG but isn't particularly useful. Negative on block, but pushes Dino decently far away from his opponent. An important pressure tool, 236A can be input as a half-circle motion to option select a command throw against opponents trying to roll past Dino.
|description3=* '''A version''' Dino swipes twice with his claws. Can combo from lights but whiffs at max 2A range. The first hit is super cancellable, while the second hit blows the opponent away for a soft knockdown. The second hit can also connect OTG but isn't particularly useful. Negative on block, but pushes Dino decently far away from his opponent. An important pressure tool, 236A can be input as a half-circle motion to option select a command throw against opponents trying to roll past Dino.
* '''C version''' Dino swipes three times, with the final hit spiking the opponent into a hard knockdown. The full sequence moves Dino a half-screen distance. There is a small gap between the second and third hit, allowing the opponent a window to reversal. Super cancels on the second and third hits, and the second hit can connect OTG. Very negative on block. Primarily used as a combo ender, or done raw to challenge the horizontal space in front of Dino.
* '''C version''' Dino swipes three times, with the final hit spiking the opponent into a hard knockdown. The full sequence moves Dino a half-screen distance. There is a small gap between the second and third hit, allowing the opponent a window to reversal. Super cancels on the second and third hits, and the second hit can connect OTG. Very negative on block. Primarily used as a combo ender, or done raw to challenge the horizontal space in front of Dino.
Line 377: Line 381:
|name=Ankylo Hammer (Brake)
|name=Ankylo Hammer (Brake)
|input=236A/C~AB
|input=236A/C~AB
|captions= A Version (Hitbox), C Version (Hitbox)
|description2=* '''A version''' Brakes after the first claw swipe and leaves the opponent standing. Slightly negative on block, but the pushback allows Dino to potentially keep his turn regardless. Useful for bullying opponents in the corner.
|description2=* '''A version''' Brakes after the first claw swipe and leaves the opponent standing. Slightly negative on block, but the pushback allows Dino to potentially keep his turn regardless. Useful for bullying opponents in the corner.
* '''C version''' Brakes after the second claw swipe. Launches the opponent into a juggle state on hit, leading to huge damage in the corner. Quite negative on block, but if spaced correctly can be made safe and can even bait opponents expecting to reversal between the second and third hit of 236C.  
* '''C version''' Brakes after the second claw swipe. Launches the opponent into a juggle state on hit, leading to huge damage in the corner. Quite negative on block, but if spaced correctly can be made safe and can even bait opponents expecting to reversal between the second and third hit of 236C.  
Line 386: Line 391:
|name=Giga Compy
|name=Giga Compy
|input=214B/D/BD
|input=214B/D/BD
|captions= Normal Version (Hitbox), EX Version (Hitbox)
|description3=* Dino bites the opponent's feet and hurls them over his shoulder for a hard knockdown. All versions hit mid, despite appearances.
|description3=* Dino bites the opponent's feet and hurls them over his shoulder for a hard knockdown. All versions hit mid, despite appearances.
*'''B''' and '''D versions''' of this move have the same frame data and damage and can hit opponents OTG. Primarily used to throw opponents back into the corner after a suboptimal 236AC wall bounce or simply to tack on some additional damage after 236236B.
*'''B''' and '''D versions''' of this move have the same frame data and damage and can hit opponents OTG. Primarily used to throw opponents back into the corner after a suboptimal 236AC wall bounce or simply to tack on some additional damage after 236236B.
Line 396: Line 402:
|name=Chicxulub Buster
|name=Chicxulub Buster
|input=4214B/D/BD
|input=4214B/D/BD
|captions= B Version (Hitbox), D Version, EX Version
|description3=* "Anti-air" hit grab that whiffs on grounded opponents. Hitbox is narrower than the animation suggests. Can be used as a juggle combo ender after 4A or after far 5D in the corner. All versions give a hard knockdown, but are launched quite far from Dino unless near the corner.  
|description3=* "Anti-air" hit grab that whiffs on grounded opponents. Hitbox is narrower than the animation suggests. Can be used as a juggle combo ender after 4A or after far 5D in the corner. All versions give a hard knockdown, but are launched quite far from Dino unless near the corner.  
* '''B version''' Comes out the fastest, but has no invulnerability. As the damage of this move only occurs after a successful grab, trades against jump ins are super unfavorable for Dino.
* '''B version''' Comes out the fastest, but has no invulnerability. As the damage of this move only occurs after a successful grab, trades against jump ins are super unfavorable for Dino.
Line 410: Line 417:
|name=Super Zetsumetsu Hurricane
|name=Super Zetsumetsu Hurricane
|input=6321463214A/C/AC
|input=6321463214A/C/AC
|captions= Normal Version (Hitbox),, Max Version
|description2=* Command grab super with a very satisfying cinematic. Can be cancelled into.
|description2=* Command grab super with a very satisfying cinematic. Can be cancelled into.
* '''A or C version''' 3 frame startup with large immediate range. If done outside throw range, Dino dashes about half-screen forward to grab, but this can be jumped on reaction. Grants a hard knockdown.
* '''A or C version''' 3 frame startup with large immediate range. If done outside throw range, Dino dashes about half-screen forward to grab, but this can be jumped on reaction. Grants a hard knockdown.
Line 420: Line 428:
|name=Dinner of Dinosaur
|name=Dinner of Dinosaur
|input=236236B/D/BD
|input=236236B/D/BD
|captions= Normal Version (Hitbox),, Max Version
|description2=* '''B or D version''' Dino charges forward gnashing his teeth, ending with an upwards launcher. Some upper body invulnerability. Easy cancel after 236A or C and at the end of max range pokes. Importantly, this move recaptures airborne opponents, thereby guaranteeing a cancel into 6321463214AC if done before the final launch. Can be followed up with 214X or Climax post-launch.
|description2=* '''B or D version''' Dino charges forward gnashing his teeth, ending with an upwards launcher. Some upper body invulnerability. Easy cancel after 236A or C and at the end of max range pokes. Importantly, this move recaptures airborne opponents, thereby guaranteeing a cancel into 6321463214AC if done before the final launch. Can be followed up with 214X or Climax post-launch.
* '''BD version''' Same start up as the one bar version, but with full invincibility. Ends with damaging forward flip that hits as an overhead. The impact of the flip can be cancelled into Climax.
* '''BD version''' Same start up as the one bar version, but with full invincibility. Ends with damaging forward flip that hits as an overhead. The impact of the flip can be cancelled into Climax.

Revision as of 14:11, 4 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

King of Dinosaurs is a mysterious heel wrestler who wears a tyrannosaurus mask. His true identity is unknown. He is capable of taking down seasoned martial artists with his powerful wrestling moves.
He joins Ramón together in the newly-formed G.A.W. and aims to become the fiercest dinosaur in the galaxy.
Jump: 40f
Hop: 35f
Backdash: 28f
Run Speed Ranking: 9

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

Throws

Dyna Bomb - / +

Dyna Buster - / +

Command Normals

Rex Head - +

Yucatan Punch - +

Special Moves

Zetsumetsu Hurricane - + / (*)

Assault Raptor - + / (*)

Ankylo Hammer - + / (*)

┗Ankylo Hammer (Break) - +

Giga Compy - + / (*)

Chicxulub Buster - + / (*)

Super Special Moves

Super Zetsumetsu Hurricane - + / (!)

Dinner of Dinosaur - + / (!)

Climax Super Special Moves

Spiral Arm Excavation - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

2B > 2A > 63214A
2C > 4A > 63214A
(corner) 2C > 4A > 236C(2) > AB, 5D > 4214D

( = 197 dmg
( = 271 dmg
( = 421 dmg

0.5 Meter

(not corner) 2B > 2A > 2A > 236AC, 4A > 4214D

( = 300 dmg

1 Meter

2B > 2A > 236A(1) > 236236B, 214B
2C > 4A > 236C(2) > 236236B, 214B
(corner) 2C > 4A > 236C(2) > AB, 5D > 236236B, 214B

( = 322 dmg
( = 407 dmg
( = 503 dmg

1.5 Meter

(not corner) 2B > 2A > 2A > 236AC, [delay if far from corner] 236C(2) > AB, 5D > 236236B, 214B/D

( = 387 dmg

Gameplay Overview

Big, slow, and powerful, the King of Dinosaurs is an unconventional grappler who uses the threat of his strong corner carry game to bully opponents. Use his 2A and 5B as dominant neutral pokes that easily convert into his 63214A Zetsumetsu Hurricane command grab for a hard knockdown, or 236AC Ankylo Hammer for a wallbounce followup. His far 5C, 2C, 4A and 63214C command throw all have guard point properties, allowing Dino to blow through predictable attacks and fireballs, force his turn on defense, and in general make the opponent have to approach him differently from other characters. On block, Dino has brake options on his 236A/C Ankylo Hammer attacks that shred the guard bar and safely reset his pressure, as well as decent crossup options in jB and jC. Unfortunately, Dino's lumbering frame is his biggest liability, and he is easily outmaneuvered by much of the cast. While his guard point moves provide unique solutions to fireballs, he struggles against KOFXV's dedicated zoners and still must make good use of his movement options and occasional hard reads to close the distance. Additionally, he is vulnerable to up-close pressure as well, as seasoned opponents can navigate between his slow, committal defensive options if used carelessly.

Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan.
Pros Cons
  • Guard Point Rudo: Dinosaur has guard points in several attacks, including one of his command grabs.
  • Pinning Predator: Hard knockdowns are a common occurence for Dino - his go-to specials for punishes leave the opponent unable to tech roll.
  • Corner Carnivore: Ankylo Hammer being brakable leads to incredible meterless damage and smothering pressure against a cornered opponent. Its EX version causes a wallbounce, which can facilitate corner carry.
  • Adept to Poke & Punish: Thanks to an array of long range, cancellable light normals, Dinosaur can convert any touch into damage or maintain a poking game with relative safety.
  • Large & Sluggish: Like some of his ancient subjects, King of Dinosaurs is big and has slow movement speed. This makes him prey to zoners and high-mobility offense. Additionally, his heavy normals are outclassed in speed and range by other comparably-sized members of the cast.
  • Nature Struggles to Find a Way: Along with his overall slowness, another factor that makes Dino uncomfortable against zoners is a lack of projectile-invincible moves. He has to carefully navigate the opponent's fireballs or bet on a hard read with Assault Raptor.
  • Clever Optimization Required: EX Ankylo Hammer has inconsistent rewards based on his proximity to the corner that occasionally demand on-the fly decision making for optimization.
  • Unconventional Pressure: Dino has very few plus-on-block attacks and only one whiff cancellable option, so pressure is instead created by setting up spacing traps with his brake specials or directly challenging mashing with a high-commitment guard point move.
  • No Oki: Most of Dino's conversions at midscreen and even just random hits from specials give him either little oki or none at all. While this would be bad for any character, this is especially awful on the slowest character in the game.
  • Horrible Damage on Light Confirms: Dino's combos scale hard. Many of Dino's 0.5 bar confirms from light attacks deal similar damage to meterless combos from much of the cast. This means Dino will often have to get far more neutral wins and openings than other characters to win.


Normals

Far Standing Normals

Far A

far A
f.A
f.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 - 6 4 12 -1 -3 - 30 60
  • Long range hop check. Whiffs on crouching opponents.

Far B

far B
f.B
f.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 command 8 4 13 -2 -4 - 30 60
  • Long range poke for a light. Special cancellable and chains into command normals.
  • Useful whiff punish - buffer into 236A if you need safety, and buffer into light command grab if you need more damage (and know it won't be blocked)

Far C

far C
f.C
f.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 super 14 3 18 0 -2 Upper Body Armor: 9 to 13 (5 frames) 70 120
  • Slow but far reaching heavy poke.
  • Has some guard point, can be used to neutralise fireballs and challenge standing pokes.
  • Not special cancellable but can cancel into supers.

Far D

far D
f.D
f.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 Mid special 15 4 23 SKD (27: Tech / 54 : Non-tech) -8 - 70 120
  • Special cancels. Launches opponent into a juggle state on hit, allowing for combos in the corner.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 7 +4 +2 - 30 60
  • One of Dino's fastest normals point blank. Can special cancel on its own, but can also chain into all other light buttons (2A, 2B, close and far 5B) for a hit confirm.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 4 11 0 -2 - 30 60
  • Tied with cl.A for speed, but is unable to chain into other normals. Can special cancel and chain into command normals.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 4 21 -4 -6 - 70 120
  • Can special cancel. Chains into 4A and 6A for combo extension but is generally overshadowed by 2C as a combo starter, as it doesn't force stand for 4A and generally pushes too far for 6A to reliably connect.

Close D

close D
cl.D
cl.D

Normal launchers? In MY SNK game?

Normal launchers? In MY SNK game?

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 11 4 17 Juggle - SKD -2 - 70 120
  • Launches on hit.
  • Formerly his most damaging heavy starter, Patch 1.62 changed this move into a launcher, allowing for some additional juggles and extensions, especially in the corner.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 6 4 11 0 -2 - 30 60
  • Solid crouching jab that can chain into itself. Generally used to cancel into A or EX Ankylo Hammer (236AC). However, EX Hammer will sometimes drop if cancelled from max range 2A, leaving Dino terrifically unsafe.

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low super 5 6 9 0 -2 - 30 30
  • Great low, combos into 2A and cl.A for standard light confirms.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 8 2 (2) 4 26 -5 -15 Upper Body Armor: 5 to 7 (3 frames) 70 120
  • High reaching anti air and all-around important normal in Dino's kit.
  • Forces stand on hit (allows you to guaranteed combo into 4A for big damage!)
  • Has some guard point, which can be used to neutralise fireballs or threaten frame traps during pressure.
  • Forward movement with a relatively fast startup makes this a deceptively powerful punish option.

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Low command 12 4 (11) 3 23 8 -7 - 70 60,60
  • Two-hitting sweep with huge range. First hit can special cancel, allowing Dino to reset pressure on block with 6A or 236A or to go for a cheeky 236B command throw gimmick. 236B/D on hit leaves Dino very close to the downed opponent for oki, making this a powerful way to end 236C~break combos.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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 hop

40 High - 6 5 Landing + 1 +13 +13 - 30 50

jump jump

45 High - 6 6 Landing + 1 +13 +13 - 30 60
  • Quick, low-commitment air-to-air

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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 hop

40 High - 8 6 Landing + 1 +13 +13 - 30 50

jump jump

45 High - 8 8 Landing + 1 +13 +13 - 30 60

Very fast, and hits pretty far below, in front, and behind dino. Combos into 2B on hits from pretty high in your jump/hop arc as well, allowing for good confirms.

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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 hop

70 High - 13 5 Landing + 1 +13 +16 - 70 100

jump jump

70 High - 13 7 Landing + 1 +13 +16 - 70 120
  • Formidable jumping normal that can be difficult to anti-air. Can cross up, but requires full jump height to do so.

Jump D

jump D
j.D
j.D

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

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 hop

70 High - 10 6 Landing + 1 +13 +16 - 70 100

jump jump

70 High - 10 8 Landing + 1 +13 +16 - 70 120
  • Has long horizontal reach in front of Dino, making this a decent option for controlling space.

Rush Moves

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

25 (23) Mid - 5,11 4,4 11,20 -3 -5 - 0 -

cl.AAX cl.AAX

25(22) Mid - 5,11,14 4,4,3 11,20,23 -5 -7 - 0 -
  • Standard rush combo with different follow ups depending on resources and buttons pressed (Zetsumetsu Hurricane, Dinner of Dinosaur, and Spiral Arm Excavation, respectively).
  • The three bar rush combo nets an easy 441 damage, but in general Dino has better uses for meter.

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 15 5 15 Splat (+80~+96) 3 - 100 160
  • Nearly half-screen reaching blowback attack and Dino's only whiff cancellable option.
  • On hit, Dinosaur can run up afterward and continue the combo with 236C (xx 236236B). Midscreen, 236B can be used as a gap closer to make the pickup with 236C more consistent or to simply keep oki pressure.

ShatterStrike

Shatterstrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) -10 Full Body Armor: 4 to 14 (11 frames) 0 200
  • Same animation as 5CD. Guard point attack that costs one bar, but refunds half on successful hit. Crumples grounded opponents and wall-bounces airborne.
  • Done raw, standing hits can be followed up with 2D xxx 236C for respectable damage, while airborne hits can use the same follow-ups done after a 236AC wallbounce (and thus have many of the same drawbacks at certain screen positions).
  • Can be used in combos starting with heavy attacks. Here, the crumple can be picked up with 2C for highly damaging, meter positive combos.

AdvanceStrike

AdvanceStrike
214CD
214CD

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 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 11 7 Landing + 1 KND +19 - 80 120

jump jump

90 Mid - 11 8 Landing + 1 KND +23 - 80 140
  • Obligatory grappler body-splash move.
  • Blows back on hit
  • Very plus on block, allowing Dino to threaten with his command throws, high/low mixups, or simply shred through an alarming about of the guard bar.
  • Can cross up, like any good body splash should.

Throws

Dyna Bomb

Dyna Bomb
(close) 4/6C
(close) 4/6C

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 N/A - 1 1 0 HKD (+64) - - 0 -
  • Dino hurls the opponent across the stage. Fortunately, there is enough time to whiff 236D to close the distance during the hard knockdown.

Dyna Buster

Dyna Buster
(close) 4/6D
(close) 4/6D

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 N/A - 1 1 0 HKD (+37) - - 0 -
  • Dino suplexes the opponent. Very useful throw, as Dino can hold 9 during the animation for a safejump.

Command Moves

Rex Head

Rex Head
6A
6A

Raw Version (Hitbox)

Raw Version (Hitbox)
Cancel 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
70 [50] High [Mid] [special] 22 [16] 4 21 -4 -6 - 80 [60] 120 [100]
  • Slow standing overhead. Punishable on block but can be made safe if spaced correctly. Can cancel into supers on hit or extended with quick max, but be aware that either option suffers from quite a bit of scaling and should only be used to secure a KO.
  • Loses its overhead property when used in combos but becomes special cancelable. Has a bad tendency to whiff if even slightly misspaced, so 4A is typically preferred in combos wherever possible. That said, 6A is the superior command normal for pressuring blocking opponents and is a critical tool in Dino's guard crush game.

Yucatan Punch

Yucatan Punch
4A
4A

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 Mid special 16 3 21 -3 -5 Upper Body Armor: 5 to 11 (7 frames) 100 160
  • Interesting move with several notable drawbacks.
  • Dino lunges forward with an upward-angled punch. Special cancellable. Very generous guard point during the startup, providing a unique grounded approach against even multi-hitting fireballs and pokes. Unfortunately, this is offset by the punch itself whiffing on all crouchers and -distressingly- even some shorter standing opponents.
  • Due to its massive forward range, this move absolutely shines in combos when used after starters that force stand (no height requirement here!), giving Dino access to great damage and corner carry options. Just be sure to confirm the hit before it, as 4A will still whiff against crouch blocking opponents. Given the immense guard point window, it can be used as a frame trap, but typically 2C is the better option here.
  • Despite appearances, 4A is a rather inconsistent anti air. The hitbox is narrower than the animation suggests and even jump attacks that trigger the guard point are not guaranteed to be hit in return. That said, hits on airborne opponents can be cancelled into 4214X or max mode for a high damage cash out, 236B/D for oki. Can also juggle into 236C, but can be difficult to hit consistently depending on how the opponent has been hit in the air.
  • Anti-air hits into quick max can lead to HUGE damage your opponent will take for hopping, with no counter hit or screen positioning limitations. If your opponent is getting predictable with their approaches, and you're tired of swatting their hops with 5A, this move is a huge cash out from an anti air.

Special Moves

Zetsumetsu Hurricane

Zetsumetsu Hurricane
63214A/C/AC
63214A/C/AC

A Version (Hitbox)
C Version (Hitbox)

A Version (Hitbox)
C Version (Hitbox)
EX Version

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

160 N/A - 1 1 58 KND (+48) - Full Body: 1F 0 -

C C

160 N/A - 18 1 42 KND (+48) - Full Body Invul: 1 to 18 (18 frames); Upper Body Armor: 1 to 17 (17 frames) 0 -

AC AC

180 N/A - 11 1 40 KND (+48) - - 0 -
  • Dino's command grab. All versions give hard knockdowns.
  • A version Starts up instantly, giving Dino punishes to typically safe moves. The range is on the short side but can also be cancelled into, making his 5B counterpokes quite dangerous.
  • C version Reactable start up, but guard points against attacks for most of the animation and also cannot be thrown. A good tool for discouraging opponents trying to take their turn back and forces them to develop specific counter play strategies. Will whiff if directly cancelled into on hit or block, but tick throws can be set up by manually delaying the input.
  • AC version Dino lunges forward to grab the opponent. Fast punish option on its own and can be comboed into on hit. Whiffs if cancelled into on block, but tick throws can be set in a similar way as the C version. Note that this move doesn't have a guard point, but is typically too fast to be stuffed on reaction.

Assault Raptor

Assault Raptor
236B/D/BD
236B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

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

118 (30*4) N/A - 24 7 22 (18 on ground) KND (+41) - - 0 -

D D

118 (30*4) N/A - 29 7 22 (18 on ground) KND (+41) - - 0 -

BD BD

140 (30*3+50) N/A - 28 7 21 (18 on ground) KND (+26) - - 0 -
  • Dino leaps forward to bite the opponent before kicking them away. All versions cause a hard knockdown, but advantage is dependent on screen position (e.g. more pressure opportunities on a cornered opponent). Quite a bit of landing recovery on whiff.
  • B version Dino leaps forward a short distance before landing. Capable of threatening with this move at the max range of 5B and 2B -regardless of hit or block- and low crushes reflexive mashing. Usually goes sailing over the opponent if not correctly spaced.
  • D version Dino leaps about 3/4ths of the screen. Can be used predictively to pounce on fireballs, but good opponents will usually be aware of the range he can threaten this.
  • Both meterless versions of Assault Raptor are quite gimmicky as direct attacks and hard to land on experienced players. However, these moves still see quite a lot of practical use, as whiffing them at the end of certain throws and combos leaves Dino close enough to a downed opponent to start his oki.
  • BC version Faster than the D version and tracks the opponent's position, making it a scarier anti-fireball tool. Dumps the opponent a set distance in front of Dino, but doesn't leave him plus enough to start any setplay.

Ankylo Hammer

Ankylo Hammer
236A/C/AC
236A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

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

107 (50+60) Mid super (1) 13 3 (13) 3 32 KND (+28) -16 - 40, 40 60, 80

C C

147 (40+50+60) Mid super 16 4 (10) 3 (26) 4 27 KND (+37) -12 - 30, 30, 40 60, 60, 80

AC AC

94 (30+30+40) Mid - 12 4 (16) 3 (18) 9 24 Juggle (+73) -15 - 0 50, 60, 120
  • A version Dino swipes twice with his claws. Can combo from lights but whiffs at max 2A range. The first hit is super cancellable, while the second hit blows the opponent away for a soft knockdown. The second hit can also connect OTG but isn't particularly useful. Negative on block, but pushes Dino decently far away from his opponent. An important pressure tool, 236A can be input as a half-circle motion to option select a command throw against opponents trying to roll past Dino.
  • C version Dino swipes three times, with the final hit spiking the opponent into a hard knockdown. The full sequence moves Dino a half-screen distance. There is a small gap between the second and third hit, allowing the opponent a window to reversal. Super cancels on the second and third hits, and the second hit can connect OTG. Very negative on block. Primarily used as a combo ender, or done raw to challenge the horizontal space in front of Dino.
  • AC version Dino performs two advancing swipes and then bull-rushes the opponent for a wall bounce and hard knockdown. Like the C version, there is a gap between the second and third hit. Can be cancelled into from lights, making this an essential combo extension tool for Dino. However, it does not connect at max 2A range. Common routes after the wall bounce include 4A, juggle or OTG 236C, or 214X for an immediate side switch. Juggle opportunities off 236AC are variable depending on Dino's distance to the corner, and thus good positional awareness and on-the-fly decision making is required for making the most from this move. Using this move on airborne opponents is not advised, as it loses both its wall bounce and juggle properties. Dino is left extremely negative and close to the opponent on block.
Ankylo Hammer (Brake)
236A/C~AB
236A/C~AB

A Version (Hitbox)
C Version (Hitbox)

A Version (Hitbox)
C Version (Hitbox)

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

50 Mid - 13 3 20 -1 -3 - 40 60

C C

90 (40+50) Mid - 16 4 (10) 3 20 Juggle (+44) -9 - 30, 30 60, 60
  • A version Brakes after the first claw swipe and leaves the opponent standing. Slightly negative on block, but the pushback allows Dino to potentially keep his turn regardless. Useful for bullying opponents in the corner.
  • C version Brakes after the second claw swipe. Launches the opponent into a juggle state on hit, leading to huge damage in the corner. Quite negative on block, but if spaced correctly can be made safe and can even bait opponents expecting to reversal between the second and third hit of 236C.

Giga Compy

Giga Compy
214B/D/BD
214B/D/BD

Normal Version (Hitbox)
EX Version (Hitbox)

Normal Version (Hitbox)
EX Version (Hitbox)

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+10*4+40) Mid - 17 1 21 KND (+41) -3 - 0 0

D D

80 (0+10*4+40) Mid - 17 1 21 KND (+41) -3 - 0 0

BD BD

140 (0+30*3+50) Mid - 12 1 21 KND (+41) -3 Lower Body: 1 to 11 (11 frames) 0 0
  • Dino bites the opponent's feet and hurls them over his shoulder for a hard knockdown. All versions hit mid, despite appearances.
  • B and D versions of this move have the same frame data and damage and can hit opponents OTG. Primarily used to throw opponents back into the corner after a suboptimal 236AC wall bounce or simply to tack on some additional damage after 236236B.
  • BD version Slightly faster than the unmetered versions, and can hit OTG even if one has already been used in a combo. Actually has invincibility to low attacks during the startup, and thus can be used as a pseudo-reversal option. Adds some damage if tacked on after a 236C or 236236B

Chicxulub Buster

Chicxulub Buster
4214B/D/BD
4214B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

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

120 N/A - 8 4 50 (20 on ground) KND (+44) - - 0 -

D D

160 N/A - 16 4 50 (20 on ground) KND (+44) - Full body against non-projectile air moves: 1 to 18 (18 frames) 0 -

BD BD

200 N/A - 12 4 50 (20 on ground) KND (+64) - Full Body: 1 to 14 (14 frames) 0 -
  • "Anti-air" hit grab that whiffs on grounded opponents. Hitbox is narrower than the animation suggests. Can be used as a juggle combo ender after 4A or after far 5D in the corner. All versions give a hard knockdown, but are launched quite far from Dino unless near the corner.
  • B version Comes out the fastest, but has no invulnerability. As the damage of this move only occurs after a successful grab, trades against jump ins are super unfavorable for Dino.
  • D version Twice the startup time as the B version, but does have invulnerability. Still difficult to use against all but the most telegraphed of full jumps. Hits in combos in all the places that the B version does, and therefore should always be used for the extra damage.
  • BD version Moderately faster than the D version, and with invul. Unfortunately hitbox issues still make this an inconsistent anti air. Can be used to tack on more damage at the end of a combo, and get a better knockdown than the D version for a midscreen meaty, or a corner safejump.

Super Special Moves

Super Zetsumetsu Hurricane

Super Zetsumetsu Hurricane
6321463214A/C/AC
6321463214A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

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 or C A or C

240 N/A climax 3 40 58 KND (+56) - Full Body: 1 to 3 (3 frames) 0 -

AC AC

350 (170+180) N/A climax 1 32 58 KND (+56) - Full Body: 1 to 3 (3 frames) 0 -
  • Command grab super with a very satisfying cinematic. Can be cancelled into.
  • A or C version 3 frame startup with large immediate range. If done outside throw range, Dino dashes about half-screen forward to grab, but this can be jumped on reaction. Grants a hard knockdown.
  • AC version 1 frame command grab with large range. Outside of immediate throw range, Dino dashes a little further than the one bar version, but in general you really don't want to spend two bars to see this animation.

Dinner of Dinosaur

Dinner of Dinosaur
236236B/D/BD
236236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

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 or D B or D

190 (30+30+40+40+50) Mid advanced, climax 17 3 (14) 3 (14) 3 (14) 3 (19) 2 66 KND (+50) -49 Full Body: 1 to 3 (3 frames) 0 0

BD BD

340 (40*4+80+100) Mid...High climax 17 3 (14) 3 (14) 3 (14) 3 (13) 4 (31) 3 50 KND (+12) -34 Full Body: 1 to 11 (11 frames) 0 0
  • B or D version Dino charges forward gnashing his teeth, ending with an upwards launcher. Some upper body invulnerability. Easy cancel after 236A or C and at the end of max range pokes. Importantly, this move recaptures airborne opponents, thereby guaranteeing a cancel into 6321463214AC if done before the final launch. Can be followed up with 214X or Climax post-launch.
  • BD version Same start up as the one bar version, but with full invincibility. Ends with damaging forward flip that hits as an overhead. The impact of the flip can be cancelled into Climax.

Climax Super Special Move

Spiral Arm Excavation

Spiral Arm Excavation
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
440 (70+95+95+180) Min: 255 Mid - 11 9 35 KND (+68) -25 Full Body: 1 to 18 (18 frames) 0 0
  • Fully invulnerable startup.
  • Same animation as 214X and can be used in all OTG instances where 214BD works. Importantly, does not result in a side switch.
  • Final hit looks like a heavy metal album cover.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

King of Dinosaurs Reveal Trailer
The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters