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The King of Fighters XV/Elisabeth Blanctorche/Data: Difference between revisions

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Line 6: Line 6:
| input      = cl.A
| input      = cl.A
| images      = XV_elizabeth_cla_ima.png
| images      = XV_elizabeth_cla_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_cla_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
Line 12: Line 12:
| startup    = 5
| startup    = 5
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 6
| hitadv      = +5
| hitadv      = +5
| blockadv    = +3
| blockadv    = +3
Line 25: Line 25:
| input      = cl.B
| input      = cl.B
| images      = XV_elizabeth_clb_ima.png
| images      = XV_elizabeth_clb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_clb_hb.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
Line 31: Line 31:
| startup    = 5
| startup    = 5
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 7
| hitadv      = +3
| hitadv      = +3
| blockadv    = +1
| blockadv    = +1
Line 44: Line 44:
| input      = cl.C
| input      = cl.C
| images      = XV_elizabeth_clc_ima.png
| images      = XV_elizabeth_clc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_clc_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 50: Line 50:
| startup    = 5
| startup    = 5
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 16
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
Line 63: Line 63:
| input      = cl.D
| input      = cl.D
| images      = XV_elizabeth_cld_ima.png
| images      = XV_elizabeth_cld_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_cld_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 69: Line 69:
| startup    = 7
| startup    = 7
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 22
| hitadv      = -4
| hitadv      = -4
| blockadv    = -6
| blockadv    = -6
Line 83: Line 83:
| input      = A
| input      = A
| images      = XV_elizabeth_fa_ima.png
| images      = XV_elizabeth_fa_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_fa_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = special
| cancel      = super
| startup    = 6
| startup    = 6
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 8
| hitadv      = +3
| hitadv      = +3
| blockadv    = +1
| blockadv    = +1
Line 102: Line 102:
| input      = B
| input      = B
| images      = XV_elizabeth_fb_ima.png
| images      = XV_elizabeth_fb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_fb_hb.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
Line 108: Line 108:
| startup    = 5
| startup    = 5
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 11
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
Line 121: Line 121:
| input      = C
| input      = C
| images      = XV_elizabeth_fc_ima.png
| images      = XV_elizabeth_fc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_fc_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = special
| cancel      = special
| startup    = 10
| startup    = 8
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
Line 140: Line 140:
| input      = D
| input      = D
| images      = XV_elizabeth_fd_ima.png
| images      = XV_elizabeth_fd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_fd_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 146: Line 146:
| startup    = 9
| startup    = 9
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      = Low Feet: 9 to 14 (6 Frames)
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage = 120
Line 160: Line 160:
| input      = 2A
| input      = 2A
| images      = XV_elizabeth_2a_ima.png
| images      = XV_elizabeth_2a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_2a_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
Line 166: Line 166:
| startup    = 4
| startup    = 4
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 7
| hitadv      = +4
| hitadv      = +4
| blockadv    = +2
| blockadv    = +2
Line 179: Line 179:
| input      = 2B
| input      = 2B
| images      = XV_elizabeth_2b_ima.png
| images      = XV_elizabeth_2b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_2b_hb.png
| damage      = 30
| damage      = 30
| guard      = Low
| guard      = Low
Line 185: Line 185:
| startup    = 4
| startup    = 4
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 10
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
Line 198: Line 198:
| input      = 2C
| input      = 2C
| images      = XV_elizabeth_2c_ima.png
| images      = XV_elizabeth_2c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_2c_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 204: Line 204:
| startup    = 8
| startup    = 8
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 17
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
Line 217: Line 217:
| input      = 2D
| input      = 2D
| images      = XV_elizabeth_2d_ima.png
| images      = XV_elizabeth_2d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_2d_hb.png
| damage      = 80
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = special
| startup    = 7
| startup    = 7
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = Soft Knockdown
| hitadv      = SKD (25: Tech / 52: Non-tech)
| blockadv    = -9
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 240: Line 240:
| input      = h.A
| input      = h.A
| images      = XV_elizabeth_ja_ima.png
| images      = XV_elizabeth_ja_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_ja_hb.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 4
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 262: Line 262:
| input      = j.A
| input      = j.A
| images      = XV_elizabeth_ja_ima.png
| images      = XV_elizabeth_ja_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_ja_hb.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 4
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 284: Line 284:
| input      = h.B
| input      = h.B
| images      = XV_elizabeth_jb_ima.png
| images      = XV_elizabeth_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_jb_hb.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
Line 290: Line 290:
| startup    = 5
| startup    = 5
| active      = 9
| active      = 9
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 306: Line 306:
| input      = j.B
| input      = j.B
| images      = XV_elizabeth_jb_ima.png
| images      = XV_elizabeth_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_jb_hb.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
Line 312: Line 312:
| startup    = 5
| startup    = 5
| active      = 9
| active      = 9
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 328: Line 328:
| input      = h.C
| input      = h.C
| images      = XV_elizabeth_jc_ima.png
| images      = XV_elizabeth_jc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_jc_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 334: Line 334:
| startup    = 8
| startup    = 8
| active      = 6
| active      = 6
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 350: Line 350:
| input      = j.C
| input      = j.C
| images      = XV_elizabeth_jc_ima.png
| images      = XV_elizabeth_jc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_jc_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 356: Line 356:
| startup    = 8
| startup    = 8
| active      = 6
| active      = 6
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 372: Line 372:
| input      = h.D
| input      = h.D
| images      = XV_elizabeth_jd_ima.png
| images      = XV_elizabeth_jd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_hd_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 378: Line 378:
| startup    = 7
| startup    = 7
| active      = 6
| active      = 6
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 394: Line 394:
| input      = j.D
| input      = j.D
| images      = XV_elizabeth_jd_ima.png
| images      = XV_elizabeth_jd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_jd_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 400: Line 400:
| startup    = 7
| startup    = 7
| active      = 8
| active      = 8
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 459: Line 459:
| input      = 6A
| input      = 6A
| images      = XV_elizabeth_6a_ima.png
| images      = XV_elizabeth_6a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_6a_hb.png
| damage      = 45
| damage      = 45
| guard      = Mid
| guard      = Mid
Line 465: Line 465:
| startup    = 16 [15]
| startup    = 16 [15]
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 18
| hitadv      = 0
| hitadv      = 1 [0]
| blockadv    = -2
| blockadv    = -2  
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
Line 479: Line 479:
| input      = CD
| input      = CD
| images      = XV_elizabeth_5cd_ima.png
| images      = XV_elizabeth_5cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_5cd_hb.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
Line 485: Line 485:
| startup    = 13
| startup    = 13
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 21
| hitadv      = Wall Splat (Ground hit) / Soft Knockdown (Air hit)
| hitadv      = Wall Splat (Ground hit) / Soft Knockdown (Air hit)
| blockadv    = -1
| blockadv    = -1
Line 498: Line 498:
| input      = 236CD
| input      = 236CD
| images      = XV_elisabeth_236cd_ima.png
| images      = XV_elisabeth_236cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_236cd_hb.png, XV_elisabeth_236cd2_hb.png
| damage      =  
| damage      =  
| guard      = Mid
| guard      = Mid
Line 504: Line 504:
| startup    = 15
| startup    = 15
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      = Crumple (Ground Hit) / Wall Bounce (Air hit)
| hitadv      = Crumple (Ground Hit) / Wall Bounce (Air hit)
| blockadv    = -10
| blockadv    = -10
Line 510: Line 510:
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Elisabeth Blanctorche | moveId = elisabeth_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_elisabeth_214cd_ima.png
| hitboxes    = XV_elisabeth_214cd_hb.png, XV_elisabeth_214cd2_hb.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


Line 520: Line 539:
| input      = h.CD
| input      = h.CD
| images      = XV_elizabeth_jcd_ima.png
| images      = XV_elizabeth_jcd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_jcd_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 526: Line 545:
| startup    = 17
| startup    = 17
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    =  
| blockadv    =  
Line 542: Line 561:
| input      = j.CD
| input      = j.CD
| images      = XV_elizabeth_jcd_ima.png
| images      = XV_elizabeth_jcd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_jcd_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
Line 548: Line 567:
| startup    = 17
| startup    = 17
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    =  
| blockadv    =  
Line 562: Line 581:
| input      = (close) 4/6C
| input      = (close) 4/6C
| images      = XV_elisabeth_cthrow_ima.png
| images      = XV_elisabeth_cthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_cthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 569: Line 588:
| active      = 1
| active      = 1
| recovery    = 0
| recovery    = 0
| hitadv      = Hard Knockdown
| hitadv      = HKD (41)
| blockadv    = Unblockable
| blockadv    = Unblockable
| invul      =  
| invul      =  
Line 581: Line 600:
| input      = (close) 4/6D
| input      = (close) 4/6D
| images      = XV_elisabeth_dthrow_ima.png
| images      = XV_elisabeth_dthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_dthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 588: Line 607:
| active      = 1
| active      = 1
| recovery    = 0
| recovery    = 0
| hitadv      = Hard Knockdown
| hitadv      = HKD (42)
| blockadv    = Unblockable
| blockadv    = Unblockable
| invul      =  
| invul      =  
Line 605: Line 624:
| input      = 236A
| input      = 236A
| images      = XV_elizabeth_236a_ima.png
| images      = XV_elizabeth_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_236a_hb.png
| damage      = 60 (15*4)
| damage      = 60 (15*4)
| guard      = Mid
| guard      = Mid
Line 611: Line 630:
| startup    = 28
| startup    = 28
| active      = 15
| active      = 15
| recovery    = 22
| recovery    = 6
| hitadv      = +3
| hitadv      = +5
| blockadv    = -1
| blockadv    = +1
| invul      =  
| invul      =  
| stun        = 40 (10*4)
| stun        = 80 (20*4)
| guardDamage = 40 (10*4)
| guardDamage = 80 (20*4)
}}
}}


Line 627: Line 646:
| input      = 236C
| input      = 236C
| images      = XV_elizabeth_236c_ima.png
| images      = XV_elizabeth_236c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_236c_hb.png
| damage      = 60 (15*4)
| damage      = 60 (15*4)
| guard      = Mid
| guard      = Mid
Line 633: Line 652:
| startup    = 28
| startup    = 28
| active      = 15
| active      = 15
| recovery    = 22
| recovery    = 6
| hitadv      = +3
| hitadv      = +5
| blockadv    = -1
| blockadv    = +1
| invul      =  
| invul      =  
| stun        = 40 (10*4)
| stun        = 80 (20*4)
| guardDamage = 40 (10*4)
| guardDamage = 80 (20*4)
}}
}}


Line 649: Line 668:
| input      = 236AC
| input      = 236AC
| images      = XV_elizabeth_236c_ima.png
| images      = XV_elizabeth_236c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_236ac_hb.png, XV_elizabeth_236ac2_hb.png
| damage      = 96 (25+25+25+25)
| guard      = Mid
| cancel      =
| startup    = 14
| active      = 48
| recovery    = 40
| hitadv      = SKD (46: Tech / 86: Non-tech) - Close Range
| blockadv    = 1 to 6 (Max Range)
| invul      =
| stun        = 0
| guardDamage = 80 (20*4)
}}
 
====236AC Forward====
{{MoveData-KOFXV | character = Elisabeth Blanctorche | moveId = elisabeth_236ac_6
| name        = Étincelle
| header      = no
| version    = AC Forward
| orderId    = 4
| input      = 236AC, hold 6
| images      = XV_elizabeth_236c_ima.png
| hitboxes    = XV_elizabeth_236acf_hb.png, XV_elizabeth_236acf2_hb.png
| damage      = 96 (25+25+25+25)
| guard      = Mid
| cancel      =
| startup    = 14
| active      = 48
| recovery    = 40
| hitadv      = SKD (46: Tech / 86: Non-tech) - Close Range
| blockadv    = 1 to 4 (Max Range)
| invul      =
| stun        = 0
| guardDamage = 80 (20*4)
}}
 
====236AC Back====
{{MoveData-KOFXV | character = Elisabeth Blanctorche | moveId = elisabeth_236ac_4
| name        = Étincelle
| header      = no
| version    = AC Back
| orderId    = 5
| input      = 236AC, hold 4
| images      = XV_elizabeth_236c_ima.png
| hitboxes    = XV_elizabeth_236acb_hb.png, XV_elizabeth_236acb2_hb.png
| damage      = 96 (25+25+25+25)
| damage      = 96 (25+25+25+25)
| guard      = Mid
| guard      = Mid
Line 655: Line 718:
| startup    = 14
| startup    = 14
| active      = 48
| active      = 48
| recovery    =  
| recovery    = 40
| hitadv      = Soft Knockdown
| hitadv      = SKD (46: Tech / 86: Non-tech) - Close Range
| blockadv    = -1 to 4 (Max Range)
| blockadv    = 1 to 13 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 40 (10*4)
| guardDamage = 80 (20*4)
}}
}}


Line 672: Line 735:
| input      = 623A
| input      = 623A
| images      = XV_elizabeth_623a_ima.png
| images      = XV_elizabeth_623a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_623a_hb.png, XV_elizabeth_623a2_hb.png, XV_elizabeth_623a3_hb.png, XV_elizabeth_623a4_hb.png
| damage      = 50
| damage      = 50
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 14
| startup    = 12
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      = Soft Knockdown
| hitadv      = Launcher - SKD (46: Tech / 73: Non-tech)
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      =  
Line 694: Line 757:
| input      = 623C
| input      = 623C
| images      = XV_elizabeth_623a_ima.png
| images      = XV_elizabeth_623a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_623c_hb.png, XV_elizabeth_623c2_hb.png, XV_elizabeth_623c3_hb.png, XV_elizabeth_623c4_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 700: Line 763:
| startup    = 20
| startup    = 20
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 24
| hitadv      = Soft Knockdown
| hitadv      = Launcher - SKD (42: Tech / 69: Non-tech)
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
Line 716: Line 779:
| input      = 623AC
| input      = 623AC
| images      = XV_elizabeth_623a_ima.png
| images      = XV_elizabeth_623a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_623ac_hb.png, XV_elizabeth_623ac2_hb.png, XV_elizabeth_623ac3_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 722: Line 785:
| startup    = 12
| startup    = 12
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 26
| hitadv      = Soft Knockdown
| hitadv      = Launcher - SKD (44: Tech / 71: Non-tech)
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      =  
Line 739: Line 802:
| input      = 236B
| input      = 236B
| images      = XV_elisabeth_236b_ima.png
| images      = XV_elisabeth_236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_236k_hb.png
| damage      = N/A
| damage      = N/A
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      = special (on counter)
| startup    = 4
| startup    = 4
| active      = 10
| active      = 10
| recovery    =  
| recovery    = 23
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 761: Line 824:
| input      = 236D
| input      = 236D
| images      = XV_elisabeth_236b_ima.png
| images      = XV_elisabeth_236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_236k_hb.png
| damage      = N/A
| damage      = N/A
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      = special (on counter)
| startup    = 4
| startup    = 4
| active      = 10
| active      = 10
| recovery    =  
| recovery    = 23
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 783: Line 846:
| input      = 236BD
| input      = 236BD
| images      = XV_elisabeth_236b_ima.png
| images      = XV_elisabeth_236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_236bd_hb.png
| damage      = N/A
| damage      = N/A
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      = special (on counter)
| startup    = 2
| startup    = 2
| active      = 10
| active      = 10
| recovery    =  
| recovery    = 25
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 806: Line 869:
| input      = 214A
| input      = 214A
| images      = XV_elizabeth_214a_ima.png
| images      = XV_elizabeth_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_214a_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 812: Line 875:
| startup    = 12
| startup    = 12
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = KND (+30)
| hitadv      = SKD (30: Tech* / 57: Non-tech)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
Line 828: Line 891:
| input      = 214C
| input      = 214C
| images      = XV_elizabeth_214a_ima.png
| images      = XV_elizabeth_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_214c_hb.png
| damage      = 85 (50+35)
| damage      = 100 (50+50)
| guard      = High
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 22
| startup    = 26
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 22
| hitadv      = Hard Knockdown
| hitadv      = HKD (47)
| blockadv    = -12
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 80 (40+40)
| stun        = 80 (40+40)
Line 850: Line 913:
| input      = 214AC
| input      = 214AC
| images      = XV_elizabeth_214a_ima.png
| images      = XV_elizabeth_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_214ac_hb.png
| damage      = 80
| damage      = 80
| guard      = High
| guard      = High
Line 856: Line 919:
| startup    = 16
| startup    = 16
| active      = 1
| active      = 1
| recovery    =  
| recovery    = 20
| hitadv      = Soft Knockdown
| hitadv      = SKD (33: Tech / 60: Non-tech)
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
Line 873: Line 936:
| input      = 214B
| input      = 214B
| images      = XV_elizabeth_214b_ima.png
| images      = XV_elizabeth_214b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_214b_hb.png, XV_elizabeth_214b2_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
Line 879: Line 942:
| startup    = 10
| startup    = 10
| active      = 16
| active      = 16
| recovery    =  
| recovery    = 35
| hitadv      = KND (+22)
| hitadv      = SKD (22: Tech / 49: Non-tech)
| blockadv    = -32
| blockadv    = -32
| invul      = Full body against non-projectile air moves: 1 to 11 (11 frames)
| invul      = Full body against non-projectile air moves: 1 to 11 (11 frames)
Line 895: Line 958:
| input      = 214D
| input      = 214D
| images      = XV_elizabeth_214b_ima.png
| images      = XV_elizabeth_214b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_214d_hb.png, XV_elizabeth_214d2_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 10
| startup    = 10
| active      =  
| active      = 16
| recovery    =  
| recovery    = 35
| hitadv      = KND (+22)
| hitadv      = SKD (22: Tech / 49: Non-tech)
| blockadv    = -32
| blockadv    = -32
| invul      = Full body against non-projectile air moves: 1 to 11 (11 frames)
| invul      = Full body against non-projectile air moves: 1 to 11 (11 frames)
Line 917: Line 980:
| input      = 214BD
| input      = 214BD
| images      = XV_elizabeth_214b_ima.png
| images      = XV_elizabeth_214b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elizabeth_214bd_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 10
| startup    = 10
| active      =  
| active      = 26
| recovery    =  
| recovery    = 25
| hitadv      =  
| hitadv      = Launcher - SKD (47: Tech / 74: Non-tech)
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
Line 941: Line 1,004:
| input      = 236236A
| input      = 236236A
| images      = XV_elisabeth_236236p_ima.png
| images      = XV_elisabeth_236236p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_236236p_hb.png
| damage      = 200 (20*10)
| damage      = 200 (20*10)
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 12
| startup    = 8
| active      =  
| active      = 27
| recovery    =  
| recovery    = 31
| hitadv      =  
| hitadv      = Hard Knockdown
| blockadv    =  
| blockadv    = -25
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 963: Line 1,026:
| input      = 236236C
| input      = 236236C
| images      = XV_elisabeth_236236p_ima.png
| images      = XV_elisabeth_236236p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_236236p_hb.png
| damage      = 200 (20*10)
| damage      = 200 (20*10)
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 21
| startup    = 21
| active      =  
| active      = 27
| recovery    =  
| recovery    = 31
| hitadv      =  
| hitadv      = Hard Knockdown
| blockadv    =  
| blockadv    = -25
| invul      =  
| invul      = Full Body: 1 to 26 (26 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 985: Line 1,048:
| input      = 236236AC
| input      = 236236AC
| images      = XV_elisabeth_236236p_ima.png
| images      = XV_elisabeth_236236p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_236236ac_hb.png, XV_elisabeth_236236ac2_hb.png
| damage      = 350 (20*15+50)
| damage      = 350 (20*15+50)
| guard      = Mid
| guard      = Mid
| cancel      = climax
| cancel      = climax
| startup    =  
| startup    = 8
| active      =  
| active      = 30 to Full Screen Projectile
| recovery    =  
| recovery    = 49
| hitadv      =  
| hitadv      = Hard Knockdown
| blockadv    =  
| blockadv    = -22
| invul      =  
| invul      = Full Body: 1 to 19 (19 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,008: Line 1,071:
| input      = 2363214A
| input      = 2363214A
| images      = XV_elisabeth_2363214p_ima.png
| images      = XV_elisabeth_2363214p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_2363214p_hb.png, XV_elisabeth_2363214p2_hb.png, XV_elisabeth_2363214p3_hb.png
| damage      = 180 (30+5*14+80) Min:83
| damage      = 180 (30+5*14+80) Min:83
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    =  
| startup    = 9
| active      =  
| active      = 18
| recovery    =  
| recovery    = 30
| hitadv      =  
| hitadv      = Hard Knockdown
| blockadv    =  
| blockadv    = -29
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,030: Line 1,093:
| input      = 2363214C
| input      = 2363214C
| images      = XV_elisabeth_2363214p_ima.png
| images      = XV_elisabeth_2363214p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_2363214p_hb.png, XV_elisabeth_2363214p2_hb.png, XV_elisabeth_2363214p3_hb.png
| damage      = 180 (30+5*14+80) Min:83
| damage      = 180 (30+5*14+80) Min:83
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    =  
| startup    = 9
| active      =  
| active      = 18
| recovery    =  
| recovery    = 30
| hitadv      =  
| hitadv      = Hard Knockdown
| blockadv    =  
| blockadv    = -29
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,052: Line 1,115:
| input      = 2363214AC
| input      = 2363214AC
| images      = XV_elisabeth_2363214p_ima.png
| images      = XV_elisabeth_2363214p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_2363214ac_hb.png, XV_elisabeth_2363214ac2_hb.png, XV_elisabeth_2363214ac3_hb.png
| damage      = 328 (30+6*28+130) Min:164
| damage      = 328 (30+6*28+130) Min:164
| guard      = Mid
| guard      = Mid
| cancel      = climax
| cancel      = climax
| startup    =  
| startup    = 7
| active      =  
| active      = 27
| recovery    =  
| recovery    = 19
| hitadv      =  
| hitadv      = Hard Knockdown
| blockadv    =  
| blockadv    = -27
| invul      =  
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,072: Line 1,135:
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_elisabeth_2141236cd_ima.png
| images      = XV_elisabeth_2141236cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_elisabeth_2141236cd_hb.png, XV_elisabeth_2141236cd2_hb.png
| damage      = 460 (80+380) Min:290
| damage      = 460 (80+380) Min:240
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 9
| active      =  
| active      = 4
| recovery    =  
| recovery    = 39
| hitadv      =  
| hitadv      = Hard Knockdown
| blockadv    =  
| blockadv    = -24
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Latest revision as of 04:18, 30 August 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Elisabeth Blanctorche
elisabeth_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand546+5+3-3060


close B

Elisabeth Blanctorche
elisabeth_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midcommand547+3+1-3060


close C

Elisabeth Blanctorche
elisabeth_clc
cl.C
cl.C
close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand5416+1-1-70120


close D

Elisabeth Blanctorche
elisabeth_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand7322-4-6-70120


Far Standing Normals

far A

Elisabeth Blanctorche
elisabeth_fa
A
A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midsuper648+3+1-3060


far B

Elisabeth Blanctorche
elisabeth_fb
B
B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midcommand54110-2-3060


far C

Elisabeth Blanctorche
elisabeth_fc
C
C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial8320-2-4-70120


far D

Elisabeth Blanctorche
elisabeth_fd
D
D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper9420-3-5Low Feet: 9 to 14 (6 Frames)70120


Crouch Normals

crouch A

Elisabeth Blanctorche
elisabeth_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand447+4+2-3060


crouch B

Elisabeth Blanctorche
elisabeth_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowspecial4410+1-1-3060


crouch C

Elisabeth Blanctorche
elisabeth_2c
2C
2C
crouch C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand8617-2-4-70120


crouch D

Elisabeth Blanctorche
elisabeth_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial7420SKD (25: Tech / 52: Non-tech)-5-70120


jump normals

hop A

Elisabeth Blanctorche
elisabeth_ha
h.A
h.A
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-451 on ground---3050


jump A

Elisabeth Blanctorche
elisabeth_ja
j.A
j.A
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-451 on ground---3060


hop B

Elisabeth Blanctorche
elisabeth_hb
h.B
h.B
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-591 on ground---3050


jump B

Elisabeth Blanctorche
elisabeth_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-591 on ground---3060


hop C

Elisabeth Blanctorche
elisabeth_hc
h.C
h.C
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground---70100


jump C

Elisabeth Blanctorche
elisabeth_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground---70120


hop D

Elisabeth Blanctorche
elisabeth_hd
h.D
h.D
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-761 on ground---70100


jump D

Elisabeth Blanctorche
elisabeth_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-781 on ground---70120


Rush

rush 1

Elisabeth Blanctorche
elisabeth_rush1
cl.AA
cl.AA
rush 1
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Mid-64-+20-30120 (60+60)


rush 2

Elisabeth Blanctorche
elisabeth_rush2
cl.AAX
cl.AAX
rush 2
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-74--2-4-30180 (60+60+60)


Command normals

Éclair

Elisabeth Blanctorche
elisabeth_6a
6A
6A
Éclair
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Midspecial16 [15]3181 [0]-2-4080


Blowback

Blowback

Elisabeth Blanctorche
elisabeth_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial13321Wall Splat (Ground hit) / Soft Knockdown (Air hit)-1-100160


Shatterstrike

Elisabeth Blanctorche
elisabeth_236cd
236CD
236CD
Shatterstrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-15627Crumple (Ground Hit) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Elisabeth Blanctorche
elisabeth_214cd
214CD
214CD
AdvanceStrike

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Elisabeth Blanctorche
elisabeth_hcd
h.CD
h.CD
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1751 on groundSoft Knockdown--80120


jump CD

Elisabeth Blanctorche
elisabeth_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1751 on groundSoft Knockdown--80140


Throws

Maniêre

Elisabeth Blanctorche
elisabeth_cthrow
(close) 4/6C
(close) 4/6C
Maniêre
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (41)Unblockable-00


Exil

Elisabeth Blanctorche
elisabeth_dthrow
(close) 4/6D
(close) 4/6D
Exil
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (42)Unblockable-00


Specials

Étincelle

236A

Elisabeth Blanctorche
elisabeth_236a
236A
236A
Étincelle
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 (15*4)Midsuper28156+5+1-80 (20*4)80 (20*4)


236C

Elisabeth Blanctorche
elisabeth_236c
236C
236C
Étincelle
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 (15*4)Midsuper28156+5+1-80 (20*4)80 (20*4)


236AC

Elisabeth Blanctorche
elisabeth_236ac
236AC
236AC
Étincelle

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
96 (25+25+25+25)Mid-144840SKD (46: Tech / 86: Non-tech) - Close Range1 to 6 (Max Range)-080 (20*4)


236AC Forward

Elisabeth Blanctorche
elisabeth_236ac_6
236AC, hold 6
236AC, hold 6
Étincelle

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
96 (25+25+25+25)Mid-144840SKD (46: Tech / 86: Non-tech) - Close Range1 to 4 (Max Range)-080 (20*4)


236AC Back

Elisabeth Blanctorche
elisabeth_236ac_4
236AC, hold 4
236AC, hold 4
Étincelle

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
96 (25+25+25+25)Mid-144840SKD (46: Tech / 86: Non-tech) - Close Range1 to 13 (Max Range)-080 (20*4)


Coup • de • Vent

623A

Elisabeth Blanctorche
elisabeth_623a
623A
623A
Coup • de • Vent



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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Midsuper12320Launcher - SKD (46: Tech / 73: Non-tech)-6-4080


623C

Elisabeth Blanctorche
elisabeth_623c
623C
623C
Coup • de • Vent



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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper20324Launcher - SKD (42: Tech / 69: Non-tech)-8-6070


623AC

Elisabeth Blanctorche
elisabeth_623ac
623AC
623AC
Coup • de • Vent


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Mid-12326Launcher - SKD (44: Tech / 71: Non-tech)-10-080


Illusion

236B

Elisabeth Blanctorche
elisabeth_236b
236B
236B
Illusion
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
N/AN/Aspecial (on counter)41023---N/AN/A


236D

Elisabeth Blanctorche
elisabeth_236d
236D
236D
Illusion
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
N/AN/Aspecial (on counter)41023---N/AN/A


236BD

Elisabeth Blanctorche
elisabeth_236bd
236BD
236BD
Illusion
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
N/AN/Aspecial (on counter)21025---N/AN/A


Grêle

214A

Elisabeth Blanctorche
elisabeth_214a
214A
214A
Grêle
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper12420SKD (30: Tech* / 57: Non-tech)-5-6080


214C

Elisabeth Blanctorche
elisabeth_214c
214C
214C
Grêle
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (50+50)Midsuper26622HKD (47)+2-80 (40+40)100 (50+50)


214AC

Elisabeth Blanctorche
elisabeth_214ac
214AC
214AC
Grêle
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-16120SKD (33: Tech / 60: Non-tech)-2-0120


Aurore

214B

Elisabeth Blanctorche
elisabeth_214b
214B
214B
Aurore

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midsuper101635SKD (22: Tech / 49: Non-tech)-32Full body against non-projectile air moves: 1 to 11 (11 frames)8080


214D

Elisabeth Blanctorche
elisabeth_214d
214D
214D
Aurore

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midsuper101635SKD (22: Tech / 49: Non-tech)-32Full body against non-projectile air moves: 1 to 11 (11 frames)8080


214BD

Elisabeth Blanctorche
elisabeth_214bd
214BD
214BD
Aurore
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-102625Launcher - SKD (47: Tech / 74: Non-tech)-8-0100


Supers

Noble-Blancke

236236A

Elisabeth Blanctorche
elisabeth_236236a
236236A
236236A
Noble-Blancke
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (20*10)Midadvanced, climax82731Hard Knockdown-25Full Body: 1 to 11 (11 Frames)00


236236C

Elisabeth Blanctorche
elisabeth_236236c
236236C
236236C
Noble-Blancke
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (20*10)Midadvanced, climax212731Hard Knockdown-25Full Body: 1 to 26 (26 Frames)00


236236AC

Elisabeth Blanctorche
elisabeth_236236ac
236236AC
236236AC
Noble-Blancke

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (20*15+50)Midclimax830 to Full Screen Projectile49Hard Knockdown-22Full Body: 1 to 19 (19 Frames)00


Grand Rafale

2363214A

Elisabeth Blanctorche
elisabeth_2363214a
2363214A
2363214A
Grand Rafale


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180 (30+5*14+80) Min:83Midadvanced, climax91830Hard Knockdown-29Full Body: 1 to 3 (3 Frames)00


2363214C

Elisabeth Blanctorche
elisabeth_2363214c
2363214C
2363214C
Grand Rafale


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180 (30+5*14+80) Min:83Midadvanced, climax91830Hard Knockdown-29Full Body: 1 to 3 (3 Frames)00


2363214AC

Elisabeth Blanctorche
elisabeth_2363214ac
2363214AC
2363214AC
Grand Rafale


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
328 (30+6*28+130) Min:164Midclimax72719Hard Knockdown-27Full Body: 1 (1 Frame)00


Climax super

Fête de la Lumière

Elisabeth Blanctorche
elisabeth_2141236cd
2141236CD
2141236CD
Fête de la Lumière

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
460 (80+380) Min:240Mid-9439Hard Knockdown-24Full Body: 1 to 13 (13 Frames)00