Najd returns from KOF XIV boasting excellent speed, oppressive mixups, and explosive damage. With her assortment of tools, she is able to access strong knockdowns that lead into powerful sequences that can easily allow Najd to snowball the match in her favor.
Najd has several forward advancing options that allow her to cover multiple odd angles and launch an offensive. Her special moves such as Retribution of the Unknown, Heavy Blade of Purity, and Unleashed Soul let her mount a strong approach against the opponent. Coupled with her excellent run speed, this allows Najd to quickly turn the neutral game in her favor at any point in the match. Her air normals such as j.B and j.CD also let her land crucial air to airs fairly consistently.
Once Najd wins the neutral game, her strengths really begin to shine. Najd has a plethora of mixup tools to crack open the opponent's guard. Her j.C serves as an excellent crossup tool, she has good frametrap options with 2A<6A and 6A<Heavy Retribution for the Unknown, both of which leave her safe, and her Alluring Ruins is a command grab that can lead to full combos if you use the EX version. When Najd finally lands the hit, she can deal insane damage for a low amount of bar thanks to her Retribution of the Unknown special move dealing massive damage and setting up for great juggles once it's leveled up (Anticipated Power and Retribution of the Unknown will be further explained below). She can dish out a monstrous amount of damage which can easily let her steal a round from the opponent.
However, Najd has some considerable weaknesses. She has the absolute worst defense in the game. Najd's only invincible reversal is a 7 frame startup level 2 super, Circling Rotation. Despite her having decent normals on the air and ground, her range and hitboxes leave a bit to be desired against some of the higher tier characters in the game. She also struggles to anti air consistently from the ground. Her 2C, despite having a decent hitbox, has a considerable amount of recovery which makes it risky to use often. Finally, to set up her offense, she has to land her hitgrab special, Anticipated Power. This means that it might be a lot harder for Najd to get going if you don't land this special move.
Najd is a character of very high highs and very low lows. If you want an explosive speedster who can convert any potential situation into a winning sequence, then Najd is definitely a character you want to try.
==Anticipated Power & Retribution of the Unknown==
Najd's Retribution of the Unknown has been completely overhauled from its iteration in KOF XIV. Instead of being a negative edge type special move where holding down certain buttons for an extended period of the time increased the power of the move, it is now a special that levels up by landing her new hitgrab special, Anticipated Power.
Retribution of the Unknown is the source of Najd's insane damage potential. It starts at level zero and can be leveled up to a maximum level of three throw Anticipated Power. The level zero version of Retribution of the Unknown is a fairly weak tool that doesn't do much beyond allow for unleveled combo extensions. Each leveled version of Retribution of the Unknown can be cancelled into from her Light Blades of Purity special. The level 1 version of the move deals increased damage and puts the opponent in a fully juggleable state. It also travel further and is safe on block. The level 2 version does increased damage and launches the opponent higher, allowing for stronger combos. The level 3 version does the most damage, gives the best launch, and has an anywhere juggle property, meaning that she can turn any stray air to air into a deadly combo.
Anticipated power is a slow, punishable hitgrab that grants Najd a level for Retribution of the Unknown. The EX version of the move gives Najd two levels and has an anywhere juggle property. You will be fishing to land this move the whole match until it lands. Once she can land Anticipated Power, she gains access to an incredibly strong knockdown. She can use that opportunity to land the next mixup and potentially win the round based on how much meter she has. It's important to confirm into this move whenever you can since it forms the backbone of her gameplan.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.
| intro = '''''{{SUBPAGENAME}} is a speedy rushdown character with explosive conversions and powerful offense.'''''
| pros=
| pros=
* '''placeholder''': placeholder.
* '''Excellent Speed''': Najd has amazing run speed and an aggressive hop arc. She excels in outmaneuvering the opponent and landing stray hits from the air or ground. Her advancing special moves bolster her powerful aggression.
* '''placeholder''': placeholder.
* '''Catastrophic Damage''': Najd can land devastating combos once she gains levels on her Retribution of the Unknown special. Once she has levels, it doesn't take much meter to melt the opponent's health bar. Najd's combo routing is also very flexible which allows her to either meter dump or land an Anticipated Power to put her in another excellent position.
* '''placeholder''': placeholder.
* '''Good Mixup Tools''': j.C, cl.D, Alluring Rains, and her run speed give Najd various ways to mix up the opponent. Her stronger mixup tools can lead to her easily accessing her win condition. She is also very good at making the opponent guess between a wide range of potential tools on defense.
* '''Anywhere Juggle''': Najd has multiple ways of accessing anywhere juggle. EX Anticipated Power is a decent anywhere juggle move which immediately gives Najd her win condition. And, while it is rare to get, level 3 Retribution of the Unknown also has the anywhere juggle property which can make the opponent sweat as long as she has it.
* '''Answers to fireballs''': Heavy Blade of Purity and Virtue of Deceit allow her to effectively punish the opponent for throwing projectiles. In addition to this, Retribution of the Unknown puts Najd in an airborne state. This allows her to leap over grounded fireballs like Power Wave.
| cons=
| cons=
* '''placeholder''': placeholder.
* '''Horrific Defense''': It cannot be understated, Najd has some of the worst defense in the game. Having a 7F level 2 super (Circling Rotation) be her only invincible reversal is definitely not a good look. She also has trouble defending herself in neutral due to her underwhelming ground normal range.
* '''placeholder''': placeholder.
* '''Lackluster Anti Air''': Najd struggles to consistently anti air the opponent from the ground. Her 2C is very committal due to its long recovery. This forces her to look for air to airs. While this isn't terrible for Najd, her stubby range on her air normals leads to her facing tough matchup against the high tiers.
* '''placeholder''': placeholder.
* '''Struggles to get going''': Najd needs to land Anticipated Power for her strengths to truly shine. If she can't land a solid hit into Anticipated Power, Najd can struggle to start landing big damage and mixups.
* '''Troubles with Safety''': Najd's special moves leave a little to be desired in terms of safety. Her Light Blade of Purity is very unsafe in block, the first hit of it being minus 10. Retribution of the Unknown can also be punished with a throw if it is spaced improperly. Her safer blockstring enders, 6A and Heavy Blades of Purity, either can't combo from her lights or can't combo from her command normals, making it hard for Najd to maintain threatening block pressure.
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.
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* Only combos from cl.C directly, or in juggles.
* Only combos from cl.C directly, or in juggles.
* Juggles into 236A in the corner.
* Juggles into 236A in the corner.
Placeholder
See the main section for Retribution of the Unknown below for information.
}}
}}
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|name=Unleashed Soul
|name=Unleashed Soul
|input=j214A/C/AC
|input=j214A/C/AC
|captions=
|hitboxCaptions= A Version, C and EX Versions
|description3=
|description3=
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=najd_63214a,najd_63214c,najd_63214ac
|moveId=najd_63214a,najd_63214c,najd_63214ac
|name=Yonokaze
|name=Alluring Ruins
|input=63214A/C/AC
|input=63214A/C/AC
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.
* Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.
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|name=Anticipated Power
|name=Anticipated Power
|input=236B/D/BD
|input=236B/D/BD
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.
* Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.
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|name=Retribution of the Unknown
|name=Retribution of the Unknown
|input=214B/D/BD
|input=214B/D/BD
|hitboxCaptions= B and D - No Charge Version, , D - Level 1 and Level 2, D - Level 3 , D - Level 3 Anywhere Juggle Hitbox
|description6=
|description6=
Najd leaps forwards and attacks with an arc of energy.
Najd leaps forwards and attacks with an arc of energy.
* Numbers in [] indicate values against a crouching opponent.
* All versions only combo from heavies.
* All versions only combo from heavies.
* B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.
* B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.
* D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.
* D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.
* Najd leaps progressively further and faster the more charges she accumulates.
* Najd leaps progressively further and faster the more charges she accumulates.
** At level 3, this move gains anywhere juggle properties. Just like with K's EX Minute Spike, an additional 25% scaling penalty is added if this move connects in this manner.
* EX version does not allow any juggles afterwards (without a counter hit), unlike all other versions.
* EX version does not allow any juggles afterwards (without a counter hit), unlike all other versions.
Placeholder
Placeholder
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|name=Virtue of Deceit
|name=Virtue of Deceit
|input=236236A/C/AC
|input=236236A/C/AC
|captions=
|hitboxCaptions= Normal Version, , , Max Version
|description3=
|description3=
Najd unleashes a pulsating series of jaws that travels further and further.
Najd unleashes a pulsating series of jaws that travels further and further.
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|name=Circling Rotation
|name=Circling Rotation
|input=214214A/C/AC
|input=214214A/C/AC
|captions=
|hitboxCaptions= Normal Version, , Max Version
|description3=
|description3=
* Launches opponent, MAX version launches higher and always allows a link into standalone 6A.
* Launches opponent, MAX version launches higher and always allows a link into standalone 6A.
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|name=Circling Rotation (air)
|name=Circling Rotation (air)
|input=j214214A/C/AC
|input=j214214A/C/AC
|captions=
|hitboxCaptions= Normal Version, , , Max Version
|description3=
|description3=
Najd spins clockwise in the air, creating a swirl of energy.
Najd spins clockwise in the air, creating a swirl of energy.
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Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.
Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.
* The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.
* The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.
* Placeholder
* If you use this super on wake up in the corner, be warned that the opponent can jump over and ruin your day.
Najd returns from KOF XIV boasting excellent speed, oppressive mixups, and explosive damage. With her assortment of tools, she is able to access strong knockdowns that lead into powerful sequences that can easily allow Najd to snowball the match in her favor.
Najd has several forward advancing options that allow her to cover multiple odd angles and launch an offensive. Her special moves such as Retribution of the Unknown, Heavy Blade of Purity, and Unleashed Soul let her mount a strong approach against the opponent. Coupled with her excellent run speed, this allows Najd to quickly turn the neutral game in her favor at any point in the match. Her air normals such as j.B and j.CD also let her land crucial air to airs fairly consistently.
Once Najd wins the neutral game, her strengths really begin to shine. Najd has a plethora of mixup tools to crack open the opponent's guard. Her j.C serves as an excellent crossup tool, she has good frametrap options with 2A<6A and 6A<Heavy Retribution for the Unknown, both of which leave her safe, and her Alluring Ruins is a command grab that can lead to full combos if you use the EX version. When Najd finally lands the hit, she can deal insane damage for a low amount of bar thanks to her Retribution of the Unknown special move dealing massive damage and setting up for great juggles once it's leveled up (Anticipated Power and Retribution of the Unknown will be further explained below). She can dish out a monstrous amount of damage which can easily let her steal a round from the opponent.
However, Najd has some considerable weaknesses. She has the absolute worst defense in the game. Najd's only invincible reversal is a 7 frame startup level 2 super, Circling Rotation. Despite her having decent normals on the air and ground, her range and hitboxes leave a bit to be desired against some of the higher tier characters in the game. She also struggles to anti air consistently from the ground. Her 2C, despite having a decent hitbox, has a considerable amount of recovery which makes it risky to use often. Finally, to set up her offense, she has to land her hitgrab special, Anticipated Power. This means that it might be a lot harder for Najd to get going if you don't land this special move.
Najd is a character of very high highs and very low lows. If you want an explosive speedster who can convert any potential situation into a winning sequence, then Najd is definitely a character you want to try.
Anticipated Power & Retribution of the Unknown
Najd's Retribution of the Unknown has been completely overhauled from its iteration in KOF XIV. Instead of being a negative edge type special move where holding down certain buttons for an extended period of the time increased the power of the move, it is now a special that levels up by landing her new hitgrab special, Anticipated Power.
Retribution of the Unknown is the source of Najd's insane damage potential. It starts at level zero and can be leveled up to a maximum level of three throw Anticipated Power. The level zero version of Retribution of the Unknown is a fairly weak tool that doesn't do much beyond allow for unleveled combo extensions. Each leveled version of Retribution of the Unknown can be cancelled into from her Light Blades of Purity special. The level 1 version of the move deals increased damage and puts the opponent in a fully juggleable state. It also travel further and is safe on block. The level 2 version does increased damage and launches the opponent higher, allowing for stronger combos. The level 3 version does the most damage, gives the best launch, and has an anywhere juggle property, meaning that she can turn any stray air to air into a deadly combo.
Anticipated power is a slow, punishable hitgrab that grants Najd a level for Retribution of the Unknown. The EX version of the move gives Najd two levels and has an anywhere juggle property. You will be fishing to land this move the whole match until it lands. Once she can land Anticipated Power, she gains access to an incredibly strong knockdown. She can use that opportunity to land the next mixup and potentially win the round based on how much meter she has. It's important to confirm into this move whenever you can since it forms the backbone of her gameplan.
Najd is a speedy rushdown character with explosive conversions and powerful offense.
Pros
Cons
Excellent Speed: Najd has amazing run speed and an aggressive hop arc. She excels in outmaneuvering the opponent and landing stray hits from the air or ground. Her advancing special moves bolster her powerful aggression.
Catastrophic Damage: Najd can land devastating combos once she gains levels on her Retribution of the Unknown special. Once she has levels, it doesn't take much meter to melt the opponent's health bar. Najd's combo routing is also very flexible which allows her to either meter dump or land an Anticipated Power to put her in another excellent position.
Good Mixup Tools: j.C, cl.D, Alluring Rains, and her run speed give Najd various ways to mix up the opponent. Her stronger mixup tools can lead to her easily accessing her win condition. She is also very good at making the opponent guess between a wide range of potential tools on defense.
Anywhere Juggle: Najd has multiple ways of accessing anywhere juggle. EX Anticipated Power is a decent anywhere juggle move which immediately gives Najd her win condition. And, while it is rare to get, level 3 Retribution of the Unknown also has the anywhere juggle property which can make the opponent sweat as long as she has it.
Answers to fireballs: Heavy Blade of Purity and Virtue of Deceit allow her to effectively punish the opponent for throwing projectiles. In addition to this, Retribution of the Unknown puts Najd in an airborne state. This allows her to leap over grounded fireballs like Power Wave.
Horrific Defense: It cannot be understated, Najd has some of the worst defense in the game. Having a 7F level 2 super (Circling Rotation) be her only invincible reversal is definitely not a good look. She also has trouble defending herself in neutral due to her underwhelming ground normal range.
Lackluster Anti Air: Najd struggles to consistently anti air the opponent from the ground. Her 2C is very committal due to its long recovery. This forces her to look for air to airs. While this isn't terrible for Najd, her stubby range on her air normals leads to her facing tough matchup against the high tiers.
Struggles to get going: Najd needs to land Anticipated Power for her strengths to truly shine. If she can't land a solid hit into Anticipated Power, Najd can struggle to start landing big damage and mixups.
Troubles with Safety: Najd's special moves leave a little to be desired in terms of safety. Her Light Blade of Purity is very unsafe in block, the first hit of it being minus 10. Retribution of the Unknown can also be punished with a throw if it is spaced improperly. Her safer blockstring enders, 6A and Heavy Blades of Purity, either can't combo from her lights or can't combo from her command normals, making it hard for Najd to maintain threatening block pressure.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
special
6
4
8
+3
+1
-
30
60
Fast hop check
Whiffs on crouchers unless they're in a hit state
Slightly more range than 2a makes it useful combo filler
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
special
8
4
19
-2
-4
-
70
120
Fast, special cancellable poke
Scores big combos when counterhitting hops
Whiffs against characters with small crouching hurtboxes
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
super
10
7
17
-3
-5
-
70
120
Excellent long range poke that hits both standing and crouching
Has slight forward movement that improves its reach
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Low
command
5
4
7
+4
+2
-
30
60
Standing low
Preferable to 2b at point blank due to having more damage and frame advantage while possessing the same startup
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70 (15*3+25)
Mid
command
5
2 (3) 2 (3) 2 (6) 2
20
+1
-3
-
70 (15*3+25)
120 (20*3+60)
Unique heavy starter that makes hitconfirming a breeze
Has higher than normal hitstun letting it combo into 236c
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
High
super
22
2
20
+1
-3
-
80
120
Overhead that can be somewhat difficult to react to
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60 [45]
Mid
special
17 [15]
4
17
0
-2
-
40
110 [80]
Combo filler and juggle extender
Frame traps from lights
Very long cancel window, allowing for single hit confirms on reaction
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40)
?
special
9
2 (4) 3
1 on ground
-
-
-
80 (40+40)
?
Mainly used in juggles
Cancellable into her air specials and supers
Can be used as an air to air that grants a full combo on hit
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
30
Mid
super
8
3
24
-6
-10
-
20
30
AC
AC
30
Mid
-
15
3
24
-6
-10
-
0
30
A version combos from lights, EX combos from heavies
EX switches sides
Unsafe
Rekka starter. The cornerstone of her combos, with EX opening up a lot more routes.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
D Level 1
D Level 1
120
Mid
super
18
6
15
Juggle (+84)
-2
-
100
120
D Level 2
D Level 2
140
Mid
super
18
6
15
Juggle (+83)
-2
-
120
140
D Level 3
D Level 3
180
Mid
super
18
6
15
Juggle (+101)
-2
-
160
180
See the main section for Retribution of the Unknown below for information.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
C
C
120 (20*3+60)
Mid
super, 214D
21
14
18
SKD (+36)
-2
-
105 (15*3+60)
120 (20*3+60)
D Level 1
D Level 1
120
Mid
super
18
6
15
Juggle (+80)
-2 (Close Range) to 2 (Max Range)
-
100
120
D Level 2
D Level 2
140
Mid
super
18
6
15
Juggle (+80)
-2 (Close Range) to 3 (Max Range)
-
120
140
D Level 3
D Level 3
180
Mid
super
18
6
15
Juggle (+99)
-2 (Close Range) to 3 (Max Range)
-
160
180
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.
Negates regular projectiles and will not lose any hits doing so.
Only combos from cl.C directly, or in juggles.
Juggles into 236A in the corner.
See the main section for Retribution of the Unknown below for information.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
100
Mid
super
15
16
10 on ground
-
-
-
100
100
D
D
60
Mid
super
15
Active until landing
17 on ground
-
-
-
60
60
BD
BD
120
Mid
-
15
Active until landing
15 on ground
-
-
-
0
120
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.
Normal versions cannot be performed during a back jump.
However, if Najd manages to hit the opponent in the air with cancellable air normal (i.e. j.A, j.CD, j.AC) during a back jump, she is instead able to cancel said normals into this move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
130 (10+20+30+20+50)
N/A
-
6
1
45
KND (+38)
Unblockable
-
0
N/A
C
C
130 (10+20+30+20+50)
N/A
-
6
1
45
KND (+38)
Unblockable
-
0
N/A
AC
AC
130 (20+20+30+10*6)
N/A
-
6
1
45
Juggle (+74)
Unblockable
-
0
N/A
Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.
EX version sets up a juggle, but adds 30% scaling.
Outside of the corner, Najd has very limited options off an EX command grab unless she has 2 or more Anticipated Power charges available.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
80 (0+15*4+20)
N/A
-
13
2
44
HKD (+69)
-27
-
0
0
D
D
80 (0+15*4+20)
N/A
-
13
2
44
HKD (+69)
-27
-
0
0
BD
BD
120 (0+20*4+40)
N/A
-
13
2
44
HKD (+69)
-27
-
0
0
Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.
All versions combo from lights.
EX version has anywhere juggle properties and a 30% scaling penalty is added if the move connects in this manner.
Regular versions gives her one charge on hit, EX gives two.
Najd can hold up to 3 charges. The charges do not carry over rounds but will not be lost over time.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
80
Mid
super
18
6
18
SKD (+30 [+32])
[-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block.
-
60
80
D Level 0
D Level 0
80
Mid
super
18
6
18
SKD (+30 [+32])
[-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block.
-
60
80
D Level 1
D Level 1
120
Mid
super
18
6
15
Juggle (+80)
-2 (Close Range) to 2 (Max Range)
-
100
120
D Level 2
D Level 2
140
Mid
super
18
6
15
Juggle (+80)
-2 (Close Range) to 3 (Max Range)
-
120
140
D Level 3
D Level 3
180
Mid
super
18
6
15
Juggle (+99)
-2 (Close Range) to 3 (Max Range)
-
160
180
BD
BD
140
N/A
-
18
6
15
SKD (+37 [+39])
[-2 (Close Range) to 3 (Max Range)] - Stand block and tall crouching characters / [0 (Close Range)] - Average and small crouching characters block.
-
0
120
Najd leaps forwards and attacks with an arc of energy.
All versions only combo from heavies.
B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.
D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.
Najd leaps progressively further and faster the more charges she accumulates.
At level 3, this move gains anywhere juggle properties. Just like with K's EX Minute Spike, an additional 25% scaling penalty is added if this move connects in this manner.
EX version does not allow any juggles afterwards (without a counter hit), unlike all other versions.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
200 (25*6+50) Min: 97
Mid
advanced, climax
8
3 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3
50
HKD (+47)
-28
Full Body: 1 to 2 (2 Frames), Projectile Invincibility: 3 to 14 (12 Frames)
0
0
C
C
200 (25*6+50) Min: 97
Mid
advanced, climax
8
3 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3
50
HKD (+47)
-28
Full Body: 1 to 2 (2 Frames), Projectile Invincibility: 3 to 14 (12 Frames)
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
130
Mid
advanced, climax
15
6
43
Juggle (+67)
-30
Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames)
0
0
C
C
130
Mid
advanced, climax
15
6
43
Juggle (+67)
-30
Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames)
0
0
AC
AC
230 (50*3+80)
Mid
climax
10
8
48
Juggle (+72)
-31
Full Body: 1 to 15 (15 Frames)
0
0
Launches opponent, MAX version launches higher and always allows a link into standalone 6A.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
250
Mid
-
7
8
30 on ground
HKD (+49)
-58
Full Body: 1 to 3 (3 Frames)
0
0
C
C
250
Mid
-
7
8
30 on ground
HKD (+49)
-58
Full Body: 1 to 3 (3 Frames)
0
0
AC
AC
390 (80*3+150)
Mid
-
7
8
30 on ground
HKD (+53)
-58
Full Body: 1 to 14 (14 Frames)
0
0
Najd spins clockwise in the air, creating a swirl of energy.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
440 (0+30*3+150+200) Min: 270
Mid
-
11
30
67
HKD (+12)
-78
Full Body: 1 to 18 (18 Frames)
0
0
Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.
The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.
If you use this super on wake up in the corner, be warned that the opponent can jump over and ruin your day.