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{{CharNavbox_XV}}
{{CharNavbox_XV}}
===Close Standing Normals===
===Close Standing Normals===
====cl.A====
====close A====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cla
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cla
| name   = close A
| name       = close A
| input   = cl.A
| input       = cl.A
| images   = XV_placeholder.png
| images     = XV_meitenkun_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_cla.png
| damage   =  
| damage     = 25
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 5
| active   =  
| active     = 3
| recovery   =  
| recovery   = 8
| hitadv   =  
| hitadv     = +4
| blockadv   =  
| blockadv   = +2
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cl.B====
====close B====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_clb
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_clb
| name   = close B
| name       = close B
| input   = cl.B
| input       = cl.B
| images   = XV_placeholder.png
| images     = XV_meitenkun_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_clb.png
| damage   =  
| damage     = 30
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 4
| active   =  
| active     = 4
| recovery   =  
| recovery   = 9
| hitadv   =  
| hitadv     = +2
| blockadv   =  
| blockadv   = 0
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cl.C====
====close C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_clc
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_clc
| name   = close C
| name       = close C
| input   = cl.C
| input       = cl.C
| images   = XV_placeholder.png
| images     = XV_meitenkun_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_clc.png
| damage   =  
| damage     = 70
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 8
| active   =  
| active     = 4
| recovery   =  
| recovery   = 19
| hitadv   =  
| hitadv     = -2
| blockadv   =  
| blockadv   = -4
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====cl.D====
====close D====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cld
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cld
| name   = close D
| name       = close D
| input   = cl.D
| input       = cl.D
| images   = XV_placeholder.png
| images     = XV_meitenkun_cld_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_cld.png
| damage   =  
| damage     = 80
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 5
| active   =  
| active     = 5
| recovery   =  
| recovery   = 22
| hitadv   =  
| hitadv     = -6
| blockadv   =  
| blockadv   = -8
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Far Standing Normals===
===Far Standing Normals===
====st.A====
====far A====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_sta
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_fa
| name   = stand A
| name       = far A
| input   = st.A
| input       = f.A
| images   = XV_placeholder.png
| images     = XV_meitenkun_fa_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_fa.png
| damage   =  
| damage     = 25
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = super
| startup   =  
| startup     = 5
| active   =  
| active     = 3
| recovery   =  
| recovery   = 11
| hitadv   =  
| hitadv     = +1
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====st.B====
====far B====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_stb
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_fb
| name   = stand B
| name       = far B
| input   = st.B
| input       = f.B
| images   = XV_placeholder.png
| images     = XV_meitenkun_fb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_fb.png
| damage   =  
| damage     = 30
| guard   =  
| guard       = Low
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 6
| active   =  
| active     = 8
| recovery   =  
| recovery   = 6
| hitadv   =  
| hitadv     = +1~+4
| blockadv   =  
| blockadv   = -1~+2
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====st.C====
====far C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_stc
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_fc
| name   = stand C
| name       = far C
| input   = st.C
| input       = f.C
| images   = XV_placeholder.png
| images     = XV_meitenkun_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_fc.png
| damage   =  
| damage     = 70
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 13
| active   =  
| active     = 3
| recovery   =  
| recovery   = 22
| hitadv   =  
| hitadv     = -4
| blockadv   =  
| blockadv   = -6
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====st.D====
====far D====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_std
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_fd
| name   = stand D
| name       = far D
| input   = st.D
| input       = f.D
| images   = XV_placeholder.png
| images     = XV_meitenkun_fd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_fd.png
| damage   =  
| damage     = 80
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = super
| startup   =  
| startup     = 15
| active   =  
| active     = 3
| recovery   =  
| recovery   = 15
| hitadv   =  
| hitadv     = +3
| blockadv   =  
| blockadv   = +1
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Crouch Normals===
===Crouch Normals===
====cr.A====
====crouch A====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cra
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_2a
| name   = crouch A
| name       = crouch A
| input   = cr.A
| input       = 2A
| images   = XV_placeholder.png
| images     = XV_meitenkun_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_2a.png
| damage   =  
| damage     = 25
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 6
| active   =  
| active     = 3
| recovery   =  
| recovery   = 8
| hitadv   =  
| hitadv     = +4
| blockadv   =  
| blockadv   = +2
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cr.B====
====crouch B====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_crb
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_2b
| name   = crouch B
| name       = crouch B
| input   = cr.B
| input       = 2B
| images   = XV_placeholder.png
| images     = XV_meitenkun_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_2b.png
| damage   =  
| damage     = 15
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|Low]]
| guard       = Low
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 5
| active   =  
| active     = 3
| recovery   =  
| recovery   = 10
| hitadv   =  
| hitadv     = +2
| blockadv   =  
| blockadv   = 0
| invul   =  
| invul       =  
| stun        =  
| stun        = 15
| guardDamage =  
| guardDamage = 30
}}
}}


====cr.C====
====crouch C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_crc
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_2c
| name   = crouch C
| name       = crouch C
| input   = cr.C
| input       = 2C
| images   = XV_placeholder.png
| images     = XV_meitenkun_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_2c.png
| damage   =  
| damage     = 80
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Low
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 7
| active   =  
| active     = 4
| recovery   =  
| recovery   = 21
| hitadv   =  
| hitadv     = KND (+24)
| blockadv   =  
| blockadv   = -6
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====cr.D====
====crouch D====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_crd
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_2d
| name   = crouch D
| name       = crouch D
| input   = cr.D
| input       = 2D
| images   = XV_placeholder.png
| images     = XV_meitenkun_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_2d.png
| damage   =  
| damage     = 70
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|Low]]
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 8
| active   =  
| active     = 4
| recovery   =  
| recovery   = 17
| hitadv   =  
| hitadv     = 0
| blockadv   =  
| blockadv   = -2
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===jump normals===
===jump normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jha
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_ha
| name   = hop A
| name       = hop A
| header      = yes
| header      = yes
| version   = hop A
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.A
| input       = h.A
| images   = XV_placeholder.png
| images     = XV_meitenkun_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_ja.png
| damage   =  
| damage     = 40
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_ja
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_ja
| name   = jump A
| name       = jump A
| header      = yes
| header      = no
| version   = jump A
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.A
| input       = j.A
| images   = XV_placeholder.png
| images     = XV_meitenkun_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_ja.png
| damage   =  
| damage     = 40
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop B====
====hop B====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jhb
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_hb
| name   = hop B
| name       = hop B
| header      = yes
| header      = yes
| version   = hop B
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.B
| input       = h.B
| images   = XV_placeholder.png
| images     = XV_meitenkun_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_hb.png
| damage   =  
| damage     = 40
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jb
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jb
| name   = jump B
| name       = jump B
| header      = yes
| header      = no
| version   = jump B
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.B
| input       = j.B
| images   = XV_placeholder.png
| images     = XV_meitenkun_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_jb.png
| damage   =  
| damage     = 40
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop C====
====hop C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jhc
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_hc
| name   = hop C
| name       = hop C
| header      = yes
| header      = yes
| version   = hop C
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.C
| input       = h.C
| images   = XV_placeholder.png
| images     = XV_meitenkun_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_jc.png
| damage   =  
| damage     = 70
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 10
| active   =  
| active     = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jc
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jc
| name   = jump C
| name       = jump C
| header      = yes
| header      = no
| version   = jump C
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.C
| input       = j.C
| images   = XV_placeholder.png
| images     = XV_meitenkun_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_jc.png
| damage   =  
| damage     = 70
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 10
| active   =  
| active     = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jhd
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_hd
| name   = hop D
| name       = hop D
| header      = yes
| header      = yes
| version   = hop D
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.D
| input       = h.D
| images   = XV_placeholder.png
| images     = XV_meitenkun_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_jd.png
| damage   =  
| damage     = 70
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 9
| active   =  
| active     = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


====jump D====
====jump D====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jd
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jd
| name   = jump D
| name       = jump D
| header      = no
| version    = jump
| orderId    = 2
| input      = j.D
| images      = XV_meitenkun_jd_ima.png
| hitboxes    = XV_meitenkun_jd.png
| damage      = 70
| guard      = High
| cancel      =
| startup    = 9
| active      = 8
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 70
| guardDamage = 120
}}
 
===rush moves===
====rush 1====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_rush1
| name        = rush 1
| header      = yes
| header      = yes
| version   = jump D
| version     = cl.AA
| orderId   = 2
| orderId     = 1
| input   = j.D
| input       = cl.AA
| images   = XV_placeholder.png
| images     = XV_meitenkun_rush1_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_rush1.png
| damage   =  
| damage     = 48 (25+25)
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|High]]
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 6
| active   =  
| active     =  
| recovery   =  
| recovery   =  
| hitadv   =  
| hitadv     = -4
| blockadv   =  
| blockadv   = -6
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


====rush 2====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_meitenkun_rush2_ima.png
| hitboxes    = XV_meitenkun_rush2.png
| damage      = 70 (25+25+25)
| guard      = Mid
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -6
| blockadv    = -8
| invul      =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}


===Command normals===
===Command normals===
====command input 1====
====Nezou Rangeki====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_6b
| name        = Nezou Rangeki
| input       = 6B [4/6B]
| images      = XV_meitenkun_6b_ima.png
| hitboxes    = XV_meitenkun_6b.png, XV_meitenkun_6bC.png
| damage      = 70 [60]
| guard      = High [Mid]
| cancel      = super [special]
| startup    = 22 [13]
| active      = 3
| recovery    = 21
| hitadv      = -3 / OTG (Hard Knockdown [+40])
| blockadv    = -5
| invul      =  
| stun        = 60
| guardDamage = 80 [60]
}}


====Chinzankou====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_4a
| name        = Chinzankou
| input      = 4A
| images      = XV_meitenkun_4a_ima.png
| hitboxes    = XV_meitenkun_4a.png
| damage      = 60
| guard      = Mid
| cancel      = super
| startup    = 14
| active      = 6
| recovery    = 12
| hitadv      = KND (+20)
| blockadv    = -15
| invul      =
| stun        = 50
| guardDamage = 60
}}


===Blowback===
===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cd
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cd
| name   = Blowback
| name       = Blowback
| input   = CD
| input       = CD
| images   = XV_placeholder.png
| images     = XV_meitenkun_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_cd.png
| damage   =  
| damage     = 75
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   = special
| cancel     = command
| startup   =  
| startup     = 17
| active   =  
| active     = 4
| recovery   =  
| recovery   = 25
| hitadv   =  
| hitadv     = Splat (+71~+87)
| blockadv   =  
| blockadv   = -6
| invul   =  
| invul       =  
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


====ShatterStrike====
====Shatterstrike====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_236cd
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_236cd
| name   = ShatterStrike
| name       = Shatterstrike
| input   = 236CD
| input       = 236CD
| images   = XV_placeholder.png
| images     = XV_meitenkun_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_236cd.png, XV_meitenkun_236cd2.png
| damage   =  
| damage     = 75
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 15
| active   =  
| active     = 6
| recovery   =  
| recovery   = 27
| hitadv   =  
| hitadv     = Crumple (+93)
| blockadv   =  
| blockadv   = -10
| invul   =  
| invul       = Full Body Armor: 4 to 14 (11 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 200
}}
}}
====Advancestrike====
{{MoveData-KOFXV | character = Meitenkun  | moveId = meitenkun_214cd
| name        = Advancestrike
| input      = 214CD
| images      = XV_meitenkun_214cd_ima.png
| hitboxes    = XV_meitenkun_214cd_hb1.png, XV_meitenkun_214cd_hb2.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
}}
====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jhcd
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_hcd
| name   = hop CD
| name       = hop CD
| header      = yes
| header      = yes
| version   = hop CD
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.CD
| input       = h.CD
| images   = XV_placeholder.png
| images     = XV_meitenkun_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_jcd.png
| damage   =  
| damage     = 80
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 13
| active   =  
| active     = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jcd
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_jcd
| name   = jump CD
| name       = jump CD
| header      = no
| version    = jump
| orderId    = 2
| input      = j.CD
| images      = XV_meitenkun_jcd_ima.png
| hitboxes    = XV_meitenkun_jcd.png
| damage      = 90
| guard      = Mid
| cancel      =
| startup    = 13
| active      = 7
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 140
}}
 
===Throws===
====Feint Makura====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cthrow
| name        = Feint Makura
| input      = (close) 4/6C
| images      = XV_meitenkun_cthrow_ima.png
| hitboxes    = XV_meitenkun_cthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = Hard Knockdown
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====Makura Bomb====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_dthrow
| name        = Makura Bomb
| input      = (close) 4/6D
| images      = XV_meitenkun_dthrow_ima.png
| hitboxes    = XV_meitenkun_dthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = Hard Knockdown
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
==Specials==
===Makura Nage===
====214A====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_214a
| name        = Makura Nage
| header      = yes
| version    = A
| orderId    = 1
| input      = 214A
| images      = XV_meitenkun_214a_ima.png
| hitboxes    = XV_meitenkun_214a.png, XV_meitenkun_214a2.png
| damage      = 65
| guard      = Mid
| cancel      = super
| startup    = 18
| active      = Full Screen Projectile
| recovery    = 27
| hitadv      = -1
| blockadv    = -1
| invul      =
| stun        = 40
| guardDamage = 40
}}
 
====214C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_214c
| name        = Makura Nage
| header      = no
| version    = C
| orderId    = 2
| input      = 214C
| images      = XV_meitenkun_214c_ima.png
| hitboxes    = XV_meitenkun_214c.png, XV_meitenkun_214c2.png
| damage      = 65
| guard      = Mid
| cancel      = super
| startup    = 19
| active      = Diagonal Projectile
| recovery    = 27
| hitadv      = -1
| blockadv    = -1
| invul      =
| stun        = 40
| guardDamage = 40
}}
 
====214AC====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_214ac
| name        = Makura Nage
| header      = no
| version    = AC
| orderId    = 3
| input      = 214AC
| images      = XV_meitenkun_214a_ima.png
| hitboxes    = XV_meitenkun_214ac.png, XV_meitenkun_214ac2.png
| damage      = 90
| guard      = Mid
| cancel      =
| startup    = 15
| active      = Full Screen Projectile
| recovery    = 26
| hitadv      = Juggle (+39)
| blockadv    = 0
| invul      =
| stun        = 0
| guardDamage = 80
}}
 
===Sen-Siss Hou===
====[4]6A/C lvl 1====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_46p_1
| name        = Sen-Siss Hou
| header      = yes
| header      = yes
| version   = jump CD
| version     = Level 1
| orderId   = 2
| orderId     = 1
| input   = j.CD
| input       = [4]6A/C lvl 1
| images   = XV_placeholder.png
| images     = XV_meitenkun_46a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_meitenkun_46p_1.png
| damage   =  
| damage     = 70
| guard   = [[The_Meitenkun_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 13
| active   =  
| active     = 8
| recovery   =  
| recovery   = 18
| hitadv   =  
| hitadv     = Soft Knockdown (+28)
| blockadv   =  
| blockadv   = -7
| invul   =  
| invul       =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 80
}}
}}


====[4]6A/C lvl 2====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_46p_2
| name        = Sen-Siss Hou
| header      = no
| version    = Level 2
| orderId    = 2
| input      = [4]6A/C lvl 2
| images      = XV_meitenkun_46a_ima.png
| hitboxes    = XV_meitenkun_46p_2.png
| damage      = 85
| guard      = Mid
| cancel      =
| startup    = 13
| active      = 9
| recovery    = 17
| hitadv      = Soft Knockdown (+28)
| blockadv    = -7
| invul      =
| stun        = 70
| guardDamage = 90
}}
====[4]6A/C lvl 3====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_46p_3
| name        = Sen-Siss Hou
| header      = no
| version    = Level 3
| orderId    = 3
| input      = [4]6A/C lvl 3
| images      = XV_meitenkun_46c_ima.png
| hitboxes    = XV_meitenkun_46p_3.png
| damage      = 100
| guard      = Mid
| cancel      =
| startup    = 13
| active      = 9
| recovery    = 17
| hitadv      = Soft Knockdown (+28)
| blockadv    = -7
| invul      =
| stun        = 80
| guardDamage = 100
}}


===Throws===
====[4]6AC lvl 1====
====forward throw====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_46ac
| name        = Sen-Siss Hou
| header      = no
| version    = EX level 1
| orderId    = 4
| input      = [4]6AC lvl 1
| images      = XV_meitenkun_46c_ima.png
| hitboxes    = XV_meitenkun_46ac.png
| damage      = 100 (30+30+40)
| guard      = Mid
| cancel      =
| startup    = 14
| active      = 9
| recovery    = 21
| hitadv      = Juggle (+35)
| blockadv    = -7
| invul      =
| stun        = 0
| guardDamage = 100 (30+30+40)
}}
 
===Sen-Siss Hou (Follow up)===
====[4]6A/C~A/C lvl 1====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_46p_1_p
| name        = Sen-Siss Hou (Follow up)
| header      = yes
| version    = Level 1
| orderId    = 1
| input      = [4]6A/C~A/C lvl 1
| images      = XV_meitenkun_46p_1_p_ima.png
| hitboxes    = XV_meitenkun_46p_1_p.png
| damage      = 20
| guard      = Mid
| cancel      = super
| startup    = 6
| active      = 8
| recovery    = 25
| hitadv      = Soft Knockdown (+25)
| blockadv    = -14
| invul      =
| stun        = 20
| guardDamage = 20
}}
 
====[4]6A/C~A/C lvl 2====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_46p_2_p
| name        = Sen-Siss Hou (Follow up)
| header      = no
| version    = Level 2
| orderId    = 2
| input      = [4]6A/C~A/C lvl 2
| images      = XV_meitenkun_46p_1_p_ima.png
| hitboxes    = XV_meitenkun_46p_1_p.png
| damage      = 40
| guard      = Mid
| cancel      = super
| startup    = 6
| active      = 8
| recovery    = 25
| hitadv      = Hard Knockdown (+24)
| blockadv    = -14
| invul      =
| stun        = 40
| guardDamage = 40
}}
 
====[4]6A/C~A/C lvl 3====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_46p_3_p
| name        = Sen-Siss Hou (Follow up)
| header      = no
| version    = Level 3
| orderId    = 3
| input      = [4]6A/C~A/C lvl 3
| images      = XV_meitenkun_46p_1_p_ima.png
| hitboxes    = XV_meitenkun_46p_1_p.png
| damage      = 40
| guard      = Mid
| cancel      = super
| startup    = 6
| active      = 8
| recovery    = 25
| hitadv      = Hard Knockdown (+66)
| blockadv    = -14
| invul      =
| stun        = 40
| guardDamage = 40
}}
 
====[4]6AC lvl 1====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_46ac_p
| name        = Sen-Siss Hou (Follow up)
| header      = no
| version    = EX level 1
| orderId    = 4
| input      = [4]6AC lvl 1
| images      = XV_meitenkun_46p_1_p_ima.png
| hitboxes    = XV_meitenkun_46ac_p.png
| damage      = 40
| guard      = Mid
| cancel      =
| startup    = 6
| active      = 8
| recovery    = 25
| hitadv      = Hard Knockdown (+68)
| blockadv    = -14
| invul      =
| stun        = 0
| guardDamage = 40
}}
 
===Geki Hou===
====[2]8A/C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_28p_1
| name        = Geki Hou
| header      = yes
| version    = Level 1
| orderId    = 1
| input      = [2]8A/C
| images      = XV_meitenkun_28a_ima.png
| hitboxes    = XV_meitenkun_28c_1.png
| damage      = 80
| guard      = Mid
| cancel      = super
| startup    = 7
| active      = 8
| recovery    = 27
| hitadv      = Juggle (+32)
| blockadv    = -16
| invul      = Full Strike: 1 to 4 (4 Frames), Upper Body: 5 to 14 (10 Frames)
| stun        = 80
| guardDamage = 100
}}
 
====[2]8A/C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_28p_2
| name        = Geki Hou
| header      = no
| version    = Level 2
| orderId    = 2
| input      = [2]8A/C
| images      = XV_meitenkun_28a_ima.png
| hitboxes    = XV_meitenkun_28c_2.png
| damage      = 100
| guard      = Mid
| cancel      = super
| startup    = 6
| active      = 9
| recovery    = 25
| hitadv      = Juggle (+33)
| blockadv    = -15
| invul      = Full Strike: 1 to 6 (6 Frames), Upper Body: 7 to 14 (8 Frames)
| stun        = 100
| guardDamage = 110
}}
 
====[2]8A/C====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_28p_3
| name        = Geki Hou
| header      = no
| version    = Level 3
| orderId    = 3
| input      = [2]8A/C
| images      = XV_meitenkun_28ac_ima.png
| hitboxes    = XV_meitenkun_28c_3a.png, XV_meitenkun_28c_3b.png
| damage      = 120
| guard      = Mid
| cancel      = super
| startup    = 5
| active      = 10
| recovery    = 23
| hitadv      = Juggle (+34)
| blockadv    = -14
| invul      = Full Body: 1 to 4 (4 Frames), Full Strike: 5 to 9 (5 Frames), Upper Body: 10 to 14 (5 Frames)
| stun        = 120
| guardDamage = 120
}}
 
====[2]8AC====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_28AC
| name        = Geki Hou
| header      = no
| version    = AC
| orderId    = 4
| input      = [2]8AC
| images      = XV_meitenkun_28ac_ima.png
| hitboxes    = XV_meitenkun_28ac_a.png, XV_meitenkun_28ac_b.png
| damage      = 136 (60+80)
| guard      = Mid
| cancel      =
| startup    = 7
| active      = 13
| recovery    = 30
| hitadv      = Juggle (+48)
| blockadv    = -21
| invul      = Full Body: 1 to 6 (6 Frames), Full Strike: 7 to 9 (3 Frames), Upper Body: 10 to 14 (5 Frames)
| stun        = 0
| guardDamage = 160 (80+80)
}}
 
===Ressen Kyaku===
====j.214B====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_j214b
| name        = Ressen Kyaku
| header      = yes
| version    = B
| orderId    = 1
| input      = j.214B
| images      = XV_meitenkun_j214b_ima.png
| hitboxes    = XV_meitenkun_j214b.png
| damage      = 91~111 (25*4~5)
| guard      = Mid
| cancel      =
| startup    = 7 [14]
| active      = (2 (2) 2) until on ground
| recovery    = 11 on ground
| hitadv      = -1 (backdash)
| blockadv    = -1 (backdash)
| invul      =
| stun        = 10 per hit
| guardDamage = 10 per hit
}}


====back throw====
====j.214D====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_j214d
| name        = Ressen Kyaku
| header      = no
| version    = D
| orderId    = 2
| input      = j.214D
| images      = XV_meitenkun_j214b_ima.png
| hitboxes    = XV_meitenkun_j214b.png
| damage      = 91~146 (25*4~7)
| guard      = Mid
| cancel      =
| startup    = 13 [14]
| active      = (2 (2) 2) until on ground
| recovery    = 11 on ground
| hitadv      = -1 (backdash)
| blockadv    = -1 (backdash)
| invul      =
| stun        = 10 per hit
| guardDamage = 10 per hit
}}


==Specials==
====j.214BD====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_j214bd
| name        = Ressen Kyaku
| header      = no
| version    = BD
| orderId    = 3
| input      = j.214BD
| images      = XV_meitenkun_j214b_ima.png
| hitboxes    = XV_meitenkun_j214bd.png
| damage      = 85~156 (30*3~6)
| guard      = Mid
| cancel      =
| startup    = 13
| active      = (2 (2) 2) until on ground
| recovery    = 14 on ground
| hitadv      = Hard Knockdown (+82)
| blockadv    = -2
| invul      =
| stun        = 0
| guardDamage = 10 per hit
}}


==Supers==
==Supers==
===Chou Geki Hou===
====236236P====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_236236p
| name        = Chou Geki Hou
| header      = yes
| version    = A or C
| orderId    = 1
| input      = 236236P
| images      = XV_meitenkun_236236p_ima.png
| hitboxes    = XV_meitenkun_236236p.png
| damage      = 180
| guard      = Mid
| cancel      = advanced, climax
| startup    = 9
| active      = 13
| recovery    = 93
| hitadv      = Hard Knockdown (+26)
| blockadv    = -87
| invul      = Full Body: 1 to 12 (12 Frames)
| stun        = 0
| guardDamage = 0
}}
====236236AC====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_236236ac
| name        = Chou Geki Hou
| header      = no
| version    = AC
| orderId    = 2
| input      = 236236AC
| images      = XV_meitenkun_236236p_ima.png
| hitboxes    = XV_meitenkun_236236ac.png
| damage      = 320 (160*2)
| guard      = Mid
| cancel      =
| startup    = 8
| active      = 22
| recovery    = 75 (20 on ground)
| hitadv      = Hard Knockdown (+35)
| blockadv    = -77
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| guardDamage = 0
}}
===Hakuchuu Musou===
====236236K====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_236236k
| name        = Hakuchuu Musou
| header      = yes
| version    = B or D
| orderId    = 1
| input      = 236236K
| images      = XV_meitenkun_236236k_ima.png
| hitboxes    = XV_meitenkun_236236k.png, XV_meitenkun_236236k2.png, XV_meitenkun_236236k3.png, XV_meitenkun_236236k4.png
| damage      = 190 (40*3+70)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 10
| active      = 2 (15) 2 (10) 2 (15) 2
| recovery    = 40
| hitadv      = Hard Knockdown (+53)
| blockadv    = -25
| invul      = Full Body: 1 to 9 (9 Frames)
| stun        = 0
| guardDamage = 0
}}
====236236BD====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_236236bd
| name        = Hakuchuu Musou
| header      = no
| version    = BD
| orderId    = 2
| input      = 236236BD
| images      = XV_meitenkun_236236bd_ima.png
| hitboxes    = XV_meitenkun_236236bd.png, XV_meitenkun_236236bd2.png, XV_meitenkun_236236bd3.png, XV_meitenkun_236236bd4.png, XV_meitenkun_236236bd5.png, XV_meitenkun_236236bd6.png, XV_meitenkun_236236bd7.png, XV_meitenkun_236236bd8.png
| damage      = 345 (45+30*6+120)
| guard      = Mid
| cancel      = climax
| startup    = 10
| active      = 4 (12) 4 (14) 4 (9) 4 (15) 4 (15) 4 (18) 6 (17) 4
| recovery    = 80
| hitadv      = Hard Knockdown (+11)
| blockadv    = -23
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| guardDamage = 0
}}


===Climax super===
===Climax super===
 
====2141236CD====
{{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_2141236cd
| name        = Seikaku Meitengyobu
| input      = 2141236CD
| images      = XV_meitenkun_2141236cd_ima.png
| hitboxes    = XV_meitenkun_2141236cd.png
| damage      = 444 (50+28*9+142) Min:260
| guard      = Mid
| cancel      =
| startup    = 11
| active      = 12
| recovery    = 117
| hitadv      = Hard Knockdown (+64)
| blockadv    = -110
| invul      = Full Body: 1 to 17 (17 Frames)
| stun        = 0
| guardDamage = 0
}}


[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 22:27, 1 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Meitenkun
meitenkun_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
25Midcommand538+4+2-3060


close B

Meitenkun
meitenkun_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
30Midcommand449+20-3060


close C

Meitenkun
meitenkun_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
70Midcommand8419-2-4-70120


close D

Meitenkun
meitenkun_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
80Midcommand5522-6-8-70120


Far Standing Normals

far A

Meitenkun
meitenkun_fa
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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
25Midsuper5311+1-1-3060


far B

Meitenkun
meitenkun_fb
f.B
f.B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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
30Low-686+1~+4-1~+2-3060


far C

Meitenkun
meitenkun_fc
f.C
f.C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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
70Midspecial13322-4-6-70120


far D

Meitenkun
meitenkun_fd
f.D
f.D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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
80Midsuper15315+3+1-70120


Crouch Normals

crouch A

Meitenkun
meitenkun_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
25Midcommand638+4+2-3060


crouch B

Meitenkun
meitenkun_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
15Lowcommand5310+20-1530


crouch C

Meitenkun
meitenkun_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
80Lowcommand7421KND (+24)-6-70120


crouch D

Meitenkun
meitenkun_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
70Midcommand84170-2-70120


jump normals

hop A

Meitenkun
meitenkun_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
40Highspecial661 on ground---3050


jump A

Meitenkun
meitenkun_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
40Highspecial681 on ground---3060


hop B

Meitenkun
meitenkun_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
40Highspecial661 on ground---3050


jump B

Meitenkun
meitenkun_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
40Highspecial681 on ground---3060


hop C

Meitenkun
meitenkun_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-1051 on ground---70100


jump C

Meitenkun
meitenkun_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-1071 on ground---70120


hop D

Meitenkun
meitenkun_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-961 on ground---70100


jump D

Meitenkun
meitenkun_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-981 on ground---70120


rush moves

rush 1

Meitenkun
meitenkun_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-6---4-6-30120 (60+60)


rush 2

Meitenkun
meitenkun_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-6---6-8-30180 (60+60+60)


Command normals

Nezou Rangeki

Meitenkun
meitenkun_6b
6B [4/6B]
6B [4/6B]
Nezou Rangeki

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 [60]High [Mid]super [special]22 [13]321-3 / OTG (Hard Knockdown [+40])-5-6080 [60]


Chinzankou

Meitenkun
meitenkun_4a
4A
4A
Chinzankou
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
60Midsuper14612KND (+20)-15-5060


Blowback

Blowback

Meitenkun
meitenkun_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
75Midcommand17425Splat (+71~+87)-6-100160


Shatterstrike

Meitenkun
meitenkun_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
75Mid-15627Crumple (+93)-10Full Body Armor: 4 to 14 (11 frames)0200


Advancestrike

Meitenkun
meitenkun_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

Meitenkun
meitenkun_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-1351 on ground---80120


jump CD

Meitenkun
meitenkun_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-1371 on ground---80140


Throws

Feint Makura

Meitenkun
meitenkun_cthrow
(close) 4/6C
(close) 4/6C
Feint Makura
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-110Hard Knockdown--00


Makura Bomb

Meitenkun
meitenkun_dthrow
(close) 4/6D
(close) 4/6D
Makura Bomb
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-110Hard KnockdownUnblockable-00


Specials

Makura Nage

214A

Meitenkun
meitenkun_214a
214A
214A
Makura Nage

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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
65Midsuper18Full Screen Projectile27-1-1-4040


214C

Meitenkun
meitenkun_214c
214C
214C
Makura Nage

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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
65Midsuper19Diagonal Projectile27-1-1-4040


214AC

Meitenkun
meitenkun_214ac
214AC
214AC
Makura Nage

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
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-15Full Screen Projectile26Juggle (+39)0-080


Sen-Siss Hou

[4]6A/C lvl 1

Meitenkun
meitenkun_46p_1
[4]6A/C lvl 1
[4]6A/C lvl 1
Sen-Siss Hou
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-13818Soft Knockdown (+28)-7-6080


[4]6A/C lvl 2

Meitenkun
meitenkun_46p_2
[4]6A/C lvl 2
[4]6A/C lvl 2
Sen-Siss Hou
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
85Mid-13917Soft Knockdown (+28)-7-7090


[4]6A/C lvl 3

Meitenkun
meitenkun_46p_3
[4]6A/C lvl 3
[4]6A/C lvl 3
Sen-Siss Hou
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-13917Soft Knockdown (+28)-7-80100


[4]6AC lvl 1

Meitenkun
meitenkun_46ac
[4]6AC lvl 1
[4]6AC lvl 1
Sen-Siss Hou
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 (30+30+40)Mid-14921Juggle (+35)-7-0100 (30+30+40)


Sen-Siss Hou (Follow up)

[4]6A/C~A/C lvl 1

Meitenkun
meitenkun_46p_1_p
[4]6A/C~A/C lvl 1
[4]6A/C~A/C lvl 1
Sen-Siss Hou (Follow up)
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
20Midsuper6825Soft Knockdown (+25)-14-2020


[4]6A/C~A/C lvl 2

Meitenkun
meitenkun_46p_2_p
[4]6A/C~A/C lvl 2
[4]6A/C~A/C lvl 2
Sen-Siss Hou (Follow up)
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
40Midsuper6825Hard Knockdown (+24)-14-4040


[4]6A/C~A/C lvl 3

Meitenkun
meitenkun_46p_3_p
[4]6A/C~A/C lvl 3
[4]6A/C~A/C lvl 3
Sen-Siss Hou (Follow up)
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
40Midsuper6825Hard Knockdown (+66)-14-4040


[4]6AC lvl 1

Meitenkun
meitenkun_46ac_p
[4]6AC lvl 1
[4]6AC lvl 1
Sen-Siss Hou (Follow up)
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
40Mid-6825Hard Knockdown (+68)-14-040


Geki Hou

[2]8A/C

Meitenkun
meitenkun_28p_1
[2]8A/C
[2]8A/C
Geki Hou
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
80Midsuper7827Juggle (+32)-16Full Strike: 1 to 4 (4 Frames), Upper Body: 5 to 14 (10 Frames)80100


[2]8A/C

Meitenkun
meitenkun_28p_2
[2]8A/C
[2]8A/C
Geki Hou
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
100Midsuper6925Juggle (+33)-15Full Strike: 1 to 6 (6 Frames), Upper Body: 7 to 14 (8 Frames)100110


[2]8A/C

Meitenkun
meitenkun_28p_3
[2]8A/C
[2]8A/C
Geki Hou

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
120Midsuper51023Juggle (+34)-14Full Body: 1 to 4 (4 Frames), Full Strike: 5 to 9 (5 Frames), Upper Body: 10 to 14 (5 Frames)120120


[2]8AC

Meitenkun
meitenkun_28AC
[2]8AC
[2]8AC
Geki Hou

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
136 (60+80)Mid-71330Juggle (+48)-21Full Body: 1 to 6 (6 Frames), Full Strike: 7 to 9 (3 Frames), Upper Body: 10 to 14 (5 Frames)0160 (80+80)


Ressen Kyaku

j.214B

Meitenkun
meitenkun_j214b
j.214B
j.214B
Ressen Kyaku
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
91~111 (25*4~5)Mid-7 [14](2 (2) 2) until on ground11 on ground-1 (backdash)-1 (backdash)-10 per hit10 per hit


j.214D

Meitenkun
meitenkun_j214d
j.214D
j.214D
Ressen Kyaku
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
91~146 (25*4~7)Mid-13 [14](2 (2) 2) until on ground11 on ground-1 (backdash)-1 (backdash)-10 per hit10 per hit


j.214BD

Meitenkun
meitenkun_j214bd
j.214BD
j.214BD
Ressen Kyaku
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
85~156 (30*3~6)Mid-13(2 (2) 2) until on ground14 on groundHard Knockdown (+82)-2-010 per hit


Supers

Chou Geki Hou

236236P

Meitenkun
meitenkun_236236p
236236P
236236P
Chou Geki Hou
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
180Midadvanced, climax91393Hard Knockdown (+26)-87Full Body: 1 to 12 (12 Frames)00


236236AC

Meitenkun
meitenkun_236236ac
236236AC
236236AC
Chou Geki Hou
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
320 (160*2)Mid-82275 (20 on ground)Hard Knockdown (+35)-77Full Body: 1 to 13 (13 Frames)00


Hakuchuu Musou

236236K

Meitenkun
meitenkun_236236k
236236K
236236K
Hakuchuu Musou



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
190 (40*3+70)Midadvanced, climax102 (15) 2 (10) 2 (15) 240Hard Knockdown (+53)-25Full Body: 1 to 9 (9 Frames)00


236236BD

Meitenkun
meitenkun_236236bd
236236BD
236236BD
Hakuchuu Musou







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
345 (45+30*6+120)Midclimax104 (12) 4 (14) 4 (9) 4 (15) 4 (15) 4 (18) 6 (17) 480Hard Knockdown (+11)-23Full Body: 1 to 11 (11 Frames)00


Climax super

2141236CD

Meitenkun
meitenkun_2141236cd
2141236CD
2141236CD
Seikaku Meitengyobu
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
444 (50+28*9+142) Min:260Mid-1112117Hard Knockdown (+64)-110Full Body: 1 to 17 (17 Frames)00