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The King of Fighters XV/Duo Lon/Data: Difference between revisions

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===Close Standing Normals===
===Close Standing Normals===
====cl.A====
====cl.A====
{{MoveData-KOFXV | character = CharName | moveId = charName_cla
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cla
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_charName_c.A_ima.png
| images   = XV_duolon_c.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_cA.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = Mid
| cancel   = command
| cancel   = chain, command
| startup   = 4
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   = +4
| hitadv   = +5
| blockadv   = +2
| blockadv   = +3
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 21: Line 21:


====cl.B====
====cl.B====
{{MoveData-KOFXV | character = CharName | moveId = charName_clb
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clb
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_charName_c.B_ima.png
| images   = XV_duolon_c.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_cB.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Low
| cancel   = command
| cancel   = chain, command
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 7
| hitadv   = +5
| hitadv   = +4
| blockadv   = +3
| blockadv   = +2
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 40: Line 40:


====cl.C====
====cl.C====
{{MoveData-KOFXV | character = CharName | moveId = charName_clc
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clc
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_charName_c.C_ima.png
| images   = XV_duolon_c.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_cC.png
| damage   = 70
| damage   = 70
| guard   = Mid
| guard   = Mid
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 20
| hitadv   = -2
| hitadv   = -3
| blockadv   = -4
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 59: Line 59:


====cl.D====
====cl.D====
{{MoveData-KOFXV | character = CharName | moveId = charName_cld
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cld
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_charName_c.D_ima.png
| images   = XV_duolon_c.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_cD.png
| damage   = 80 (40+40)
| damage   = 80
| guard   = Mid
| guard   = Mid
| cancel   = special (1) / super
| cancel   = command
| startup   = 10
| startup   = 6
| active   =  
| active   = 6
| recovery   =  
| recovery   = 15
| hitadv   = -3
| hitadv   = +0
| blockadv   = -5
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 80 (40+40)
| stun        = 70
| guardDamage = 120 (60+60)
| guardDamage = 120
}}
}}


===Far Standing Normals===
===Far Standing Normals===
====5A====
====5A====
{{MoveData-KOFXV | character = CharName | moveId = charName_fa
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fa
| name   = stand A
| name   = stand A
| input   = 5A
| input   = 5A
| images   = XV_charName_5A_ima.png
| images   = XV_duolon_5A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_5A.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = Mid
| cancel   = special
| cancel   = command
| startup   = 6
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = -1
| hitadv   = +2
| blockadv   = -3
| blockadv   = +0
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 98: Line 98:


====5B====
====5B====
{{MoveData-KOFXV | character = CharName | moveId = charName_fb
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fb
| name   = stand B
| name   = stand B
| input   = 5B
| input   = 5B
| images   = XV_charName_5B_ima.png
| images   = XV_duolon_5B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_5B.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 7
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 12
| hitadv   = -3
| hitadv   = -1
| blockadv   = -5
| blockadv   = -3
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 117: Line 117:


====5C====
====5C====
{{MoveData-KOFXV | character = CharName | moveId = charName_fc
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fc
| name   = stand C
| name   = stand C
| input   = 5C
| input   = 5C
| images   = XV_charName_5C_ima.png
| images   = XV_duolon_5C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_5C.png
| damage   = 70
| damage   = 70
| guard   = Mid
| guard   = Mid
| cancel   = target combo/super
| cancel   = super
| startup   = 11
| startup   = 12
| active   =  
| active   = 2
| recovery   =  
| recovery   = 19
| hitadv   = -4
| hitadv   = 0
| blockadv   = -6
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 136: Line 136:


====5D====
====5D====
{{MoveData-KOFXV | character = CharName | moveId = charName_fd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fd
| name   = stand D
| name   = stand D
| input   = 5D
| input   = 5D
| images   = XV_charName_5D_ima.png
| images   = XV_duolon_5D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_5D.png
| damage   = 80
| damage   = 80
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 11
| startup   = 9
| active   =  
| active   = 5
| recovery   =  
| recovery   = 20
| hitadv   = -1
| hitadv   = -4
| blockadv   = -3
| blockadv   = -6
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 156: Line 156:
===Crouch Normals===
===Crouch Normals===
====2A====
====2A====
{{MoveData-KOFXV | character = CharName | moveId = charName_2a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2a
| name   = crouch A
| name   = crouch A
| input   = 2A
| input   = 2A
| images   = XV_charName_2A_ima.png
| images   = XV_duolon_2A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_2A.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = chain, command
| startup   = 6
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 7
| hitadv   = +3
| hitadv   = +4
| blockadv   = +1
| blockadv   = +2
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 175: Line 175:


====2B====
====2B====
{{MoveData-KOFXV | character = CharName | moveId = charName_2b
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2b
| name   = crouch B
| name   = crouch B
| input   = 2B
| input   = 2B
| images   = XV_charName_2B_ima.png
| images   = XV_duolon_2B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_2B.png
| damage   = 15
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = self, super
| cancel   = chain, super
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 194: Line 194:


====2C====
====2C====
{{MoveData-KOFXV | character = CharName | moveId = charName_2c
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2c
| name   = crouch C
| name   = crouch C
| input   = 2C
| input   = 2C
| images   = XV_charName_2C_ima.png
| images   = XV_duolon_2C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_2C.png, XV_duolon_2C2.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 6
| startup   = 7
| active   =  
| active   = 7
| recovery   =  
| recovery   = 21
| hitadv   = -6
| hitadv   = -7
| blockadv   = -8
| blockadv   = -9
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 213: Line 213:


====2D====
====2D====
{{MoveData-KOFXV | character = CharName | moveId = charName_2d
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2d
| name   = crouch D
| name   = crouch D
| input   = 2D
| input   = 2D
| images   = XV_charName_2D_ima.png
| images   = XV_duolon_2D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_2D.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = command
| cancel   = special
| startup   = 6
| startup   = 9
| active   = 7
| active   = 6
| recovery   = 27
| recovery   = 26
| hitadv   = SKD (+30)
| hitadv   = SKD (+26/+53)
| blockadv   = 0
| blockadv   = -4
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 233: Line 233:
===jump normals===
===jump normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = CharName | moveId = charName_ha
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ha
| name   = hop A
| name   = hop A
| header      = yes
| header      = yes
Line 239: Line 239:
| orderId   = 1
| orderId   = 1
| input   = h.A
| input   = h.A
| images   = XV_charName_j.A_ima.png
| images   = XV_duolon_j.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_hA.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 4
| startup   = 5
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +10~+11
| blockadv   =  
| blockadv   = +10~+11
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 254: Line 254:
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = CharName | moveId = charName_ja
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ja
| name   = jump A
| name   = jump A
| header      = no
| header      = no
Line 260: Line 260:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_charName_j.A_ima.png
| images   = XV_duolon_j.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_jA.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 4
| startup   = 5
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +10~+11
| blockadv   =  
| blockadv   = +10~+11
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 276: Line 276:


====hop B====
====hop B====
{{MoveData-KOFXV | character = CharName | moveId = charName_hb
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hb
| name   = hop B
| name   = hop B
| header      = yes
| header      = yes
Line 282: Line 282:
| orderId   = 1
| orderId   = 1
| input   = h.B
| input   = h.B
| images   = XV_charName_j.B_ima.png
| images   = XV_duolon_j.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_hB.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 5
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +2~+11
| blockadv   =  
| blockadv   = +2~+11
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 297: Line 297:
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = CharName | moveId = charName_jb
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb
| name   = jump B
| name   = jump B
| header      = no
| header      = no
Line 303: Line 303:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_charName_j.B_ima.png
| images   = XV_duolon_j.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_jB.png
| damage   = 35
| damage   = 35
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 5
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = -1~+11
| blockadv   =  
| blockadv   = -1~+11
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
Line 320: Line 320:


====hop C====
====hop C====
{{MoveData-KOFXV | character = CharName | moveId = charName_hc
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hc
| name   = hop C
| name   = hop C
| header      = yes
| header      = yes
Line 326: Line 326:
| orderId   = 1
| orderId   = 1
| input   = h.C
| input   = h.C
| images   = XV_charName_j.C_ima.png
| images   = XV_duolon_j.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_hC.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 7
| startup   = 7
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +6~+14
| blockadv   =  
| blockadv   = +9~+14
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage = 100
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = CharName | moveId = charName_jc
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jc
| name   = jump C
| name   = jump C
| header      = no
| header      = no
Line 347: Line 348:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_charName_j.C_ima.png
| images   = XV_duolon_j.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_jC.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 7
| startup   = 7
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +6~+11
| blockadv   =  
| blockadv   = +9~+14
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 362: Line 363:
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = CharName | moveId = charName_hd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hd
| name   = hop D
| name   = hop D
| header      = yes
| header      = yes
Line 368: Line 369:
| orderId   = 1
| orderId   = 1
| input   = h.D
| input   = h.D
| images   = XV_charName_j.D_ima.png
| images   = XV_duolon_j.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_hD.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 8
| active   =  
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +5~+11
| blockadv   =  
| blockadv   = +8~+14
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 384: Line 385:


====jump D====
====jump D====
{{MoveData-KOFXV | character = CharName | moveId = charName_jd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jd
| name   = jump D
| name   = jump D
| header      = no
| header      = no
Line 390: Line 391:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_charName_j.D_ima.png
| images   = XV_duolon_j.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_jD.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 8
| active   =  
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = +2~+11
| blockadv   =  
| blockadv   = +5~+14
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
Line 407: Line 408:
===rush moves===
===rush moves===
====rush 1====
====rush 1====
{{MoveData-KOFXV | character = CharName | moveId = charName_rush1
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush1
| name        = rush 1
| name        = rush 1
| header      = yes
| header      = yes
Line 413: Line 414:
| orderId    = 1
| orderId    = 1
| input      = cl.AA
| input      = cl.AA
| images      = XV_charName_rush1_ima.png
| images      = XV_duolon_rush1_ima.png
| hitboxes    = XV_charName_rush1.png
| hitboxes    = XV_duolon_rush1.png
| damage      =  
| damage      = 48 (25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
Line 424: Line 425:
| blockadv    = -7
| blockadv    = -7
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


====rush 2====
====rush 2====
{{MoveData-KOFXV | character = CharName | moveId = charName_rush2
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush2
| name        = rush 2
| name        = rush 2
| header      = no
| header      = no
Line 435: Line 436:
| orderId    = 2
| orderId    = 2
| input      = cl.AAX
| input      = cl.AAX
| images      = XV_charName_rush2_ima.png
| images      = XV_duolon_rush2_ima.png
| hitboxes    = XV_charName_rush2.png
| hitboxes    = XV_duolon_rush2.png
| damage      =  
| damage      = 70 (25+25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
Line 446: Line 447:
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 180 (60+60+60)
}}
}}


===Command normals===
===Command normals===
====6A====
====6A====
{{MoveData-KOFXV | character = CharName | moveId = charName_6a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6a
| name   = Uranagi
| name   = Genmuken
| header      = yes
| version   = A
| orderId   = 1
| input   = 6A
| images   = XV_duolon_6A_ima.png
| hitboxes   = XV_duolon_6A.png
| damage   = 40
| guard   = Mid
| cancel   = special
| startup   = 12 [10]
| active   = 4
| recovery   = 20
| hitadv   = -3
| blockadv   = -5
| invul   =
| stun        = 40
| guardDamage = 40
}}
 
====6AC====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6ac
| name   = Genmuken
| header      = no
| version   = AC
| orderId   = 2
| input   = 6AC
| images   = XV_duolon_6A_ima.png
| hitboxes   = XV_duolon_6AC.png
| damage   = 60 (30+30)
| guard   = Mid
| cancel   = special
| startup   = 10
| active   = 4
| recovery   = 18
| hitadv   = -1
| blockadv   = -3
| invul   =
| stun        = 0
| guardDamage = 80 (40+40)
}}
 
====j.6A====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6a
| name   = Air Genmuken
| header      = yes
| version   = A
| orderId   = 1
| input   = 6A
| input   = 6A
| images   = XV_charName_5C_ima.png
| images   = XV_duolon_j6A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_j6A.png
| damage   = 60 [45]
| damage   = 40
| guard   = high [Mid]
| guard   = Mid
| cancel   =
| startup   = 13
| active   = 4
| recovery   = 1 on ground
| hitadv   = +13~+14
| blockadv   = +13~+14
| invul   =
| stun        = 40
| guardDamage = 40
}}
 
====j.6AC====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6ac
| name   = Air Genmuken
| header      = no
| version   = AC
| orderId   = 2
| input   = 6AC
| images   = XV_duolon_j6A_ima.png
| hitboxes   = XV_duolon_j6AC.png
| damage   = 80 (40+40)
| guard   = Mid
| cancel   =
| startup   = 9
| active   = 4
| recovery   = 1 on ground
| hitadv   = +13~+14
| blockadv   = +13~+14
| invul   =
| stun        = 0
| guardDamage = 40
}}
 
====j.6B====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6b
| name   = Air Genmukyaku
| header      = yes
| version   = B
| orderId   = 1
| input   = j.6B
| images   = XV_duolon_j6B_ima.png
| hitboxes   = XV_duolon_j6B.png
| damage   = 40
| guard   = Mid
| cancel   =
| startup   = 15
| active   = 4
| recovery   = 1 on ground
| hitadv   = +1~+11
| blockadv   = +1~+11
| invul   =
| stun        = 40
| guardDamage = 40
}}
 
====j.6BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6bd
| name   = Air Genmukyaku
| header      = no
| version   = BD
| orderId   = 2
| input   = j.6BD
| images   = XV_duolon_j6B_ima.png
| hitboxes   = XV_duolon_j6BD.png
| damage   = 60
| guard   = High
| cancel   =
| startup   = 10
| active   = 4
| recovery   = 1 on ground
| hitadv   = +1~+10
| blockadv   = +1~+10
| invul   =
| stun        = 0
| guardDamage = 40
}}
 
====6B====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6b
| name   = Hiei Kyaku
| header      = yes
| orderId   = 1
| input   = 6B
| images   = XV_duolon_6B_ima.png
| hitboxes   = XV_duolon_6B.png
| damage   = 40 [40]
| guard   = Mid
| cancel   = super [special]
| cancel   = super [special]
| startup   = 25 [15]
| startup   = 10 [10]
| active   =  
| active   = 4
| recovery   =  
| recovery   = 16
| hitadv   = 0 [-1]
| hitadv   = -5
| blockadv   = -2 [-3]
| blockadv   = -7
| invul   =  
| invul   =  
| stun        = 90 [40]
| stun        = 40 [40]
| guardDamage = 110 [80]
| guardDamage = 40 [40]
}}
}}


====6B====
====Target Combo 1====
{{MoveData-KOFXV | character = CharName | moveId = charName_6b
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb_d
| name       = Oroshi
| name   = Target Combo 1
| input       = 5CC
| header      = yes
| images     = XV_charName_fc_ima.png
| orderId   = 1
| hitboxes   = XV_placeholder.png
| input   = j.B,D
| damage     = 108 (70+40)
| images   = XV_duolon_j.D_ima.png
| guard       = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| hitboxes   = XV_duolon_jB_D.png
| cancel     = super
| damage   = 83 (45+40)
| startup     = 11,6
| guard   =  
| active     =  
| cancel   =  
| recovery   =  
| startup   = 12
| hitadv     = +17 (SKD)
| active   = 6
| blockadv   = -18
| recovery   = 1 on ground
| invul       =  
| hitadv   =  
| stun        = 130 (70+60)
| blockadv   =  
| guardDamage = 160 (80+40)
| invul   =  
| stun        = 70 (30+40)
| guardDamage = ?
}}
}}


===Blowback===
===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = CharName | moveId = charName_cd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cd
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_charName_CD_ima.png
| images   = XV_duolon_CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_5CD.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 16
| startup   = 16
| active   =  
| active   = 4
| recovery   =  
| recovery   = 28
| hitadv   = Wall Splat (+65~+81) / SKD (Air hit)
| hitadv   = Wall Splat (+68~+84) / SKD (Air hit)
| blockadv   = -12
| blockadv   = -9
| invul   =  
| invul   =  
| stun        = 100
| stun        = 100
Line 510: Line 647:


====ShatterStrike====
====ShatterStrike====
{{MoveData-KOFXV | character = CharName | moveId = charName_236cd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236cd
| name   = ShatterStrike
| name   = ShatterStrike
| input   = 236CD
| input   = 236CD
| images   = XV_charName_236cd_ima.png
| images   = XV_duolon_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_236cd.png, XV_duolon_236cd2.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   = Crumple (+93) / Wall Bounce (Air hit)
| hitadv   = Crumple (+93) / Wall Bounce (Air hit)
| blockadv   = -10
| blockadv   = -10
Line 527: Line 664:
| guardDamage = 200
| guardDamage = 200
}}
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_duolon_214cd_ima.png
| hitboxes    = XV_duolon_214cd.png, XV_duolon_214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
====hop CD====
====hop CD====
{{MoveData-KOFXV | character = CharName | moveId = charName_hcd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hcd
| name   = hop CD
| name   = hop CD
| header      = yes
| header      = yes
Line 534: Line 691:
| orderId   = 1
| orderId   = 1
| input   = h.CD
| input   = h.CD
| images   = XV_charName_j.CD_ima.png
| images   = XV_duolon_j.CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_hCD.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 16
| startup   = 14
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = SKD
| hitadv   = SKD
| blockadv   =  
| blockadv   = +13~+17
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
| guardDamage = 120
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = CharName | moveId = charName_jcd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jcd
| name   = jump CD
| name   = jump CD
| header      = no
| header      = no
Line 555: Line 713:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_charName_j.CD_ima.png
| images   = XV_duolon_j.CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_jCD.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 16
| startup   = 14
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = SKD
| hitadv   = SKD
| blockadv   =  
| blockadv   = +14~+21
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
Line 572: Line 730:
===Throws===
===Throws===
====forward throw====
====forward throw====
{{MoveData-KOFXV | character = CharName | moveId = charName_cthrow
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cthrow
| name   = C Throw
| name   = Suishu Shoukou
| input   = (close) 4/6+C
| input   = (close) 4/6+C
| images   = XV_charName_cthrow_ima.png
| images   = XV_duolon_cthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_cthrow.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
Line 583: Line 741:
| active   = 1
| active   = 1
| recovery   = 0
| recovery   = 0
| hitadv   = HKD (+38)
| hitadv   = HKD (+55)
| blockadv   = Unblockable
| blockadv   = Unblockable
| invul   =  
| invul   =  
Line 591: Line 749:


====back throw====
====back throw====
{{MoveData-KOFXV | character = CharName | moveId = charName_dthrow
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_dthrow
| name   = D Throw
| name   = Suishu Houki
| input   = (close) 4/6+D
| input   = (close) 4/6+D
| images   = XV_charName_dthrow_ima.png
| images   = XV_duolon_dthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_dthrow.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
Line 602: Line 760:
| active   = 1
| active   = 1
| recovery   = 0
| recovery   = 0
| hitadv   = HKD (+51)
| hitadv   = HKD (+46)
| blockadv   = Unblockable
| blockadv   = Unblockable
| invul   =  
| invul   =  
Line 610: Line 768:


==Specials==
==Specials==
===TemplateSpecialQCF===
===Genmukyaku===
====623B====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623b
| name        = Genmukyaku
| header      = yes
| version    = B
| orderId    = 1
| input      = 623B
| images      = XV_duolon_623b_ima.png
| hitboxes    = XV_duolon_623b.png
| damage      = 60
| guard      = Mid
| cancel      = super
| startup    = 13
| active      = 5
| recovery    = 26
| hitadv      = SKD (+33/+60)
| blockadv    = -10
| invul      =
| stun        = 40
| guardDamage = 40
}}
 
====623D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623d
| name        = Genmukyaku
| header      = no
| version    = D
| orderId    = 2
| input      = 623D
| images      = XV_duolon_623b_ima.png
| hitboxes    = XV_duolon_623d.png
| damage      = 60
| guard      = Mid
| cancel      = super
| startup    = 15
| active      = 5
| recovery    = 31
| hitadv      = SKD (+28/+55)
| blockadv    = -15
| invul      =
| stun        = 40
| guardDamage = 40
}}
 
====623BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623bd
| name        = Genmukyaku
| header      = no
| version    = BD
| orderId    = 3
| input      = 623BD
| images      = XV_duolon_623bd_ima.png
| hitboxes    = XV_duolon_623bd.png
| damage      = 80
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 5
| recovery    = 26
| hitadv      = Launch (+44/+71)
| blockadv    = -10
| invul      =
| stun        = 0
| guardDamage = 40
}}
 
===Shaki Juuryuu 1===
====236A====
====236A====
{{MoveData-KOFXV | character = CharName | moveId = charName_236a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a
| name        = TemplateSpecialQCF
| name        = Shaki Juuryuu 1
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 236A
| input      = 236A
| images      = XV_CharName_236A_ima.png
| images      = XV_Duo Lon_236A_ima.png
| hitboxes    = XV_charName_236a.png
| hitboxes    = XV_duolon_236a.png
| damage      = 65
| damage      = 20
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 16
| startup    = 9
| active      = Full Screen Projectile
| active      = 5
| recovery    = 30
| recovery    = 25
| hitadv      = -4
| hitadv      = -7
| blockadv    = -6
| blockadv    = -9
| invul      =  
| invul      =  
| stun        = 40
| stun        = 20
| guardDamage = 40
| guardDamage = 20
}}
}}
====236C====
====236C====
{{MoveData-KOFXV | character = CharName | moveId = charName_236c
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c
| name        = TemplateSpecialQCF
| name        = Shaki Juuryuu 1
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 236C
| input      = 236C
| images      = XV_CharName_236A_ima.png
| images      = XV_Duo Lon_236A_ima.png
| hitboxes    = XV_charName_236c.png
| hitboxes    = XV_duolon_236a.png
| damage      = 70
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 13
| startup    = 15
| active      = Full Screen Projectile
| active      = 5
| recovery    = 39
| recovery    = 27
| hitadv      = -13
| hitadv      = -1
| blockadv    = -15
| blockadv    = -13
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
| guardDamage = 40
| guardDamage = 40
}}
}}
====236AC====
====236AC====
{{MoveData-KOFXV | character = CharName | moveId = charName_236ac
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac
| name        = TemplateSpecialQCF
| name        = Shaki Juuryuu 1
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 236AC
| input      = 236AC
| images      = XV_charName_236c_ima.png
| images      = XV_Duo Lon_236A_ima.png
| hitboxes    = XV_charName_236ac.png
| hitboxes    = XV_duolon_236ac.png
| damage      = 78 (40+40)
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 15
| active      = 8 (4) 8
| active      = 5
| recovery    = 23
| recovery    = 27
| hitadv      = Crumple
| hitadv      = -11
| blockadv    = -4
| blockadv    = -13
| invul      =  
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 40 (20+20)
| guardDamage = 40
}}
}}


===TemplateSpecialQCB===
===Shaki Juuryuu 2===
====214A====
====236A6P====
{{MoveData-KOFXV | character = CharName | moveId = charName_214a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p
| name        = TemplateSpecialQCB
| name        = Shaki Juuryuu 2
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 214A
| input      = 236A6P
| images      = XV_charName_214a_ima.png
| images      = XV_Duo Lon_236A6P_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_duolon_236a6p.png
| damage      = 65
| damage      = 20
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 12
| startup    = 11
| active      = 7
| active      = 5
| recovery    = 17
| recovery    = 29
| hitadv      = Soft Knockdown
| hitadv      = -13
| blockadv    = -5
| blockadv    = -15
| invul      =  
| invul      =  
| stun        = 60
| stun        = 20
| guardDamage = 80
| guardDamage = 20
}}
}}
 
====236C6P====
====214C====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p
{{MoveData-KOFXV | character = CharName | moveId = charName_214c
| name        = Shaki Juuryuu 2
| name        = TemplateSpecialQCB
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 214C
| input      = 236C6P
| images      = XV_charName_214c_ima.png
| images      = XV_Duo Lon_236A6P_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_duolon_236a6p.png
| damage      = 80
| damage      = 30
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 16
| startup    = 11
| active      = 7
| active      = 5
| recovery    = 18
| recovery    = 31
| hitadv      = Hard Knockdown
| hitadv      = -15
| blockadv    = -6
| blockadv    = -17
| invul      =  
| invul      =  
| stun        = 60
| stun        = 40
| guardDamage = 80
| guardDamage = 40
}}
}}
 
====236AC6P====
====214AC====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac
| name        = Shaki Juuryuu 2
| name        = TemplateSpecialQCB
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC
| input      = 236AC6P
| images      = XV_charName_214a_ima.png
| images      = XV_Duo Lon_236A6P_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_duolon_236ac6p.png
| damage      = 120
| damage      = 30
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 16
| startup    = 11
| active      = 7
| active      = 5
| recovery    = 18
| recovery    = 31
| hitadv      = Hard Knockdown
| hitadv      = -15
| blockadv    = -5
| blockadv    = -17
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 120
| guardDamage = 40
}}
}}


===TemplateSpecialDP===
===Shaki Juuryuu 3===
====623A====
====236A6P6P====
{{MoveData-KOFXV | character = CharName | moveId = charName_623a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p
| name        = TemplateSpecialDP
| name        = Shaki Juuryuu 3
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 623A
| input      = 236A6P6P
| images      = XV_charName_623a_ima.png
| images      = XV_Duo Lon_236A6P6P_ima.png
| hitboxes    = XV_charName_623a.png
| hitboxes    = XV_duolon_236a6p6p.png
| damage      = 70
| damage      = 25
| guard      = Mid
| guard      = High
| cancel      = super
| cancel      = super
| startup    = 4
| startup    = 13
| active      = 11
| active      = 2
| recovery    = 28
| recovery    = 37
| hitadv      = Soft Knockdown (+28)
| hitadv      = Launch (+23/+50)
| blockadv    = -22
| blockadv    = -22
| invul      = Full body against non-projectile air moves: 1 to 5 (5 frames)
| invul      =  
| stun        = 60
| stun        = 25
| guardDamage = 60
| guardDamage = 25
}}
}}
 
====236C6P6P====
====623C====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p
{{MoveData-KOFXV | character = CharName | moveId = charName_623c
| name        = Shaki Juuryuu 3
| name        = TemplateSpecialDP
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 623C
| input      = 236C6P6P
| images      = XV_charName_623a_ima.png
| images      = XV_Duo Lon_236A6P6P_ima.png
| hitboxes    = XV_charName_623c.png
| hitboxes    = XV_duolon_236a6p6p.png
| damage      = 133 (50+50+40)
| damage      = 35
| guard      = Mid
| guard      = High
| cancel      = super (1)
| cancel      = super
| startup    = 6
| startup    = 13
| active      = 18
| active      = 2
| recovery    = 39
| recovery    = 42
| hitadv      = Soft Knockdown
| hitadv      = Launch (+29/+56)
| blockadv    = -33
| blockadv    = -27
| invul      = Full Body: 1 to 9 (9 Frames)
| invul      =  
| stun        = 110 (40+40+30)
| stun        = 40
| guardDamage = 110 (40+40+30)
| guardDamage = 40
}}
}}
 
====236AC6P6P====
====623AC====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p
{{MoveData-KOFXV | character = CharName | moveId = charName_623ac
| name        = Shaki Juuryuu 3
| name        = TemplateSpecialDP
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 623AC
| input      = 236AC6P6P
| images      = XV_charName_623a_ima.png
| images      = XV_duolon_236ac6p6p_ima.png
| hitboxes    = XV_charName_623ac.png
| hitboxes    = XV_duolon_236ac6p6p.png
| damage      = 177 (30*4+20+30+40)
| damage      = 35
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 4
| startup    = 13
| active      = 9 (11) 9 (13) 18
| active      = 6
| recovery    = 39
| recovery    = 38
| hitadv      = Soft Knockdown
| hitadv      = Crumple (+92)
| blockadv    = -33
| blockadv    = -25
| invul      = Full Body: 1 to 12 (12 Frames)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 160 (20*6+40)
| guardDamage = 40
}}
}}


===TemplateSpecialHCB===
===Rekka Forward Teleport B===
====63214B====
====236A6P6P6B====
{{MoveData-KOFXV | character = CharName | moveId = charName_63214b
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6b
| name        = TemplateSpecialHCB
| name        = Himou Kyaku Forward B
| header      = yes
| header      = yes
| version    = B
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 63214B
| input      = 236A6P6P6B
| images      = XV_charName_63214b_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_63214b.png
| hitboxes    = XV_duolon_236b.png, XV_duolon_236b2.png
| damage      = 0
| damage      =  
| guard      =  
| guard      =  
| cancel      =
| cancel      =  
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    = 31
| recovery    = 27
| hitadv      =  
| hitadv      = SKD (+34/+61)
| blockadv    =  
| blockadv    = -22
| invul      =
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 0
| guardDamage =  
}}
}}


====63214D====
====236C6P6P6B====
{{MoveData-KOFXV | character = CharName | moveId = charName_63214d
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6b
| name        = TemplateSpecialHCB
| name        = Himou Kyaku Forward B
| header      = no
| header      = no
| version    = D
| version    = C
| orderId    = 2
| input      = 236C6P6P6B
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_duolon_236b.png, XV_duolon_236b2.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 27
| hitadv      = SKD (+45/+72)
| blockadv    = -11
| invul      =
| stun        =
| guardDamage =
}}
====236AC6P6P6B====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6b
| name        = Himou Kyaku Forward B
| header      = no
| version    = AC
| orderId    = 3
| input      = 236AC6P6P6B
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_duolon_236b.png, XV_duolon_236b2.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 27
| hitadv      = Crumple (+108)
| blockadv    = -9
| invul      =
| stun        =
| guardDamage =
}}
 
===Rekka Forward Teleport D===
====236A6P6P6D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6d
| name        = Himou Kyaku Forward D
| header      = yes
| version    = A
| orderId    = 1
| input      = 236A6P6P6D
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_duolon_236d.png, XV_duolon_236d2.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 37
| hitadv      = SKD (+20/+47)
| blockadv    = -25
| invul      =
| stun        =
| guardDamage =
}}
====236C6P6P6D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6d
| name        = Himou Kyaku Forward D
| header      = no
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 63214D
| input      = 236C6P6P6D
| images      = XV_charName_63214d_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_63214d.png
| hitboxes    = XV_duolon_236d.png, XV_duolon_236d2.png
| damage      = 155 (60+100)
| damage      =  
| guard      = Mid
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 37
| hitadv      = SKD (+31/+58)
| blockadv    = -25
| invul      =
| stun        =
| guardDamage =
}}
====236AC6P6P6D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6d
| name        = Himou Kyaku Forward D
| header      = no
| version    = AC
| orderId    = 3
| input      = 236AC6P6P6D
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_duolon_236d.png, XV_duolon_236d2.png
| damage      =
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 12
| startup    =  
| active      = 9
| active      =  
| recovery    = 29
| recovery    = 27
| hitadv      = Hard Knockdown
| hitadv      = Crumple (+98)
| blockadv    = -19
| blockadv    = -19
| invul      = Low Body after opponent is in proximity box.
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 0
| guardDamage =  
}}
}}


====63214BD====
===Rekka Forward Teleport BD===
{{MoveData-KOFXV | character = CharName | moveId = charName_63214bd
====236A6P6P6BD====
| name        = TemplateSpecialHCB
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6bd
| name        = EX Himou Kyaku Forward
| header      = yes
| version    = A
| orderId    = 1
| input      = 236A6P6P6BD
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_duolon_236bd.png, XV_duolon_236bd2.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 50
| hitadv      = SKD (+11/+38)
| blockadv    = -34
| invul      =
| stun        =
| guardDamage =
}}
====236C6P6P6BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6bd
| name        = EX Himou Kyaku Forward
| header      = no
| header      = no
| version    = BD
| version    = C
| orderId    = 2
| input      = 236C6P6P6BD
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_duolon_236bd.png, XV_duolon_236bd2.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 50
| hitadv      = SKD (+22/+49)
| blockadv    = -34
| invul      =
| stun        =
| guardDamage =
}}
====236AC6P6P6BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6bd
| name        = EX Himou Kyaku Forward
| header      = no
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 63214BD
| input      = 236AC6P6P6BD
| images      = XV_charName_63214d_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_63214bd.png
| hitboxes    = XV_duolon_236bd.png, XV_duolon_236bd2.png
| damage      = 145 (50+100)
| damage      =  
| guard      = Mid
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 8
| startup    =  
| active      = 1 (2) 3
| active      =  
| recovery    = 32
| recovery    = 50
| hitadv      = Hard Knockdown
| hitadv      = Crumple (+85)
| blockadv    = -18
| blockadv    = -32
| invul      =  
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 0
| guardDamage =  
}}
}}


===TemplateSpecialRDP===
===EX Rekka Back Teleport===
====4214B====
====236AC6P6P4B====
{{MoveData-KOFXV | character = CharName | moveId = charName_4214B
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4b
| name   = TemplateSpecialRDP
| name       = Himou Kyaku Backward
| header      = yes
| header      = yes
| version   =  
| version     = B
| orderId   = 1
| orderId     = 1
| input   = 4124B
| input       = 236AC6P6P4B
| images   = XV_charName_4214b_ima.png
| images     = XV_Duo Lon_214B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_214b.png, XV_duolon_214b2.png
| damage   = 70
| damage     =  
| guard   = Mid
| guard       =  
| cancel   =  
| cancel     =  
| startup   = 19
| startup     =  
| active   = 6
| active     =  
| recovery   = 18
| recovery   = 32
| hitadv   = Hard KND
| hitadv     = Crumple (+103)
| blockadv   = -4~0
| blockadv   = -14
| invul   =  
| invul       =  
| stun        = 100
| stun        =  
| guardDamage = 100
| guardDamage =  
}}
}}
 
====236AC6P6P4D====
====4214D====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4d
{{MoveData-KOFXV | character = CharName | moveId = charName_4214D
| name       = Himou Kyaku Backward
| name   = TemplateSpecialRDP
| header      = no
| header      = no
| version   =  
| version     = D
| orderId   = 2
| orderId     = 2
| input   = 4124D
| input       = 236AC6P6P4D
| images   = XV_charName_4214b_ima.png
| images     = XV_Duo Lon_214B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_214d.png, XV_duolon_214d2.png
| damage   = 130
| damage     =  
| guard   = Mid
| guard       =  
| cancel   =  
| cancel     =  
| startup   = 30
| startup     =  
| active   = 8
| active     =  
| recovery   = 14
| recovery   = 42
| hitadv   = Hard KND
| hitadv     = Crumple (+93)
| blockadv   = 1~+3
| blockadv   = -24
| invul   =  
| invul       =  
| stun        = 150
| stun        =  
| guardDamage = 120
| guardDamage =  
}}
}}
 
====236AC6P6P4BD====
====4214BD====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4bd
{{MoveData-KOFXV | character = CharName | moveId = charName_4214BD
| name       = Himou Kyaku Backward
| name   = TemplateSpecialRDP
| header      = no
| header      = no
| version   =  
| version     = BD
| orderId   = 2
| orderId     = 3
| input   = 4124BD
| input       = 236AC6P6P4BD
| images   = XV_charName_4214b_ima.png
| images     = XV_Duo Lon_214B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_duolon_214bd.png, XV_duolon_214bd2.png
| damage   = 100
| damage     =  
| guard   = Mid
| guard       =  
| cancel   =  
| cancel     =  
| startup   = 15
| startup     =  
| active   = 7
| active     =  
| recovery   = 16
| recovery   = 36
| hitadv   = Bounce
| hitadv     = Crumple (+99)
| blockadv   = -9~-3
| blockadv   = -18
| invul   =  
| invul       = Full Body: 1 to 10 (10 Frames)
| stun        = 0
| stun        =  
| guardDamage = 100
| guardDamage =  
}}
}}


===TemplateSpecialRekka 1===
===Juon Shikon===
====214A====
====214A====
{{MoveData-KOFXV | character = CharName | moveId = charName_214a
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214a
| name        = TemplateSpecialRekka 1
| name        = Juon Shikon
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 214A
| input      = 214A
| images      = XV_CharName_214A_ima.png
| images      = XV_duolon_214a_ima.png
| hitboxes    = XV_charName_214a.png
| hitboxes    = XV_duolon_214a.png
| damage      = 30
| damage      = 60
| guard      = Mid
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      =  
| startup    = 9
| startup    = 18
| active      = 3
| active      = 60
| recovery    = 22
| recovery    = 33
| hitadv      = -4
| hitadv      = -6~+27
| blockadv    = -6
| blockadv    = -9~+24
| invul      =  
| invul      =  
| stun        = 20
| stun        = 40
| guardDamage = 30
| guardDamage = 40
}}
}}


====214C====
====214C====
{{MoveData-KOFXV | character = CharName | moveId = charName_214c
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214c
| name        = TemplateSpecialRekka 1
| name        = Juon Shikon
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 214C
| input      = 214C
| images      = XV_CharName_214A_ima.png
| images      = XV_duolon_214a_ima.png
| hitboxes    = XV_charName_214c.png
| hitboxes    = XV_duolon_214a.png
| damage      = 30
| damage      = 65
| guard      = Mid
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      =  
| startup    = 15
| startup    = 28
| active      = 3
| active      = 100
| recovery    = 25
| recovery    = 30
| hitadv      = -7
| hitadv      = -3~+27
| blockadv    = -9
| blockadv    = -6~+24
| invul      =  
| invul      =  
| stun        = 20
| stun        = 40
| guardDamage = 30
| guardDamage = 40
}}
}}


====214AC====
====214AC====
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214ac
| name        = TemplateSpecialRekka 1
| name        = Juon Shikon
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC
| input      = 214AC
| images      = XV_CharName_214A_ima.png
| images      = XV_duolon_214a_ima.png
| hitboxes    = XV_charName_214ac.png
| hitboxes    = XV_duolon_214ac.png
| damage      = 30
| damage      = 98 (30+30+40)
| guard      = Mid
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 22
| active      = 3
| active      = 120
| recovery    = 22
| recovery    = 31
| hitadv      = -4
| hitadv      = +8~+29
| blockadv    = -6
| blockadv    = +3~+24
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage = 30
| guardDamage = 120 (40+40+40)
}}
}}


===TemplateSpecialRekka 2===
===Himou Kyaku Forward===
====214A214P====
====236B====
{{MoveData-KOFXV | character = CharName | moveId = charName_214a214p
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236b
| name        = TemplateSpecialRekka 2
| name        = Himou Kyaku Forward
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 214A214P
| input      = 236B
| images      = XV_CharName_214A214P_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_214a214p.png
| hitboxes    = XV_duolon_236b.png, XV_duolon_236b2.png
| damage      = 40
| damage      =  
| guard      = Mid
| guard      =  
| cancel      = super
| cancel      =  
| startup    = 8
| startup    =  
| active      = 3
| active      =  
| recovery    = 24
| recovery    = 27
| hitadv      = Soft Knockdown
| hitadv      =  
| blockadv    = -8
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 20
| stun        =  
| guardDamage = 30
| guardDamage =  
}}
}}
 
====236D====
====214C214P====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236d
{{MoveData-KOFXV | character = CharName | moveId = charName_214c214p
| name        = Himou Kyaku Forward
| name        = TemplateSpecialRekka 2
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 214C214P
| input      = 236D
| images      = XV_CharName_214A214P_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_214c214p.png
| hitboxes    = XV_duolon_236d.png, XV_duolon_236d2.png
| damage      = 40
| damage      =  
| guard      = Mid
| guard      =  
| cancel      = super
| cancel      =  
| startup    = 12
| startup    =  
| active      = 3
| active      =  
| recovery    = 27
| recovery    = 37
| hitadv      = Soft Knockdown
| hitadv      =  
| blockadv    = -11
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 20
| stun        =  
| guardDamage = 30
| guardDamage =  
}}
}}
 
====236BD====
====214AC214P====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236bd
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac214p
| name        = Himou Kyaku Forward
| name        = TemplateSpecialRekka 2
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC214P
| input      = 236BD
| images      = XV_CharName_214A214P_ima.png
| images      = XV_Duo Lon_236B_ima.png
| hitboxes    = XV_charName_214ac214p.png
| hitboxes    = XV_duolon_236bd.png, XV_duolon_236bd2.png
| damage      = 45
| damage      =  
| guard      = Mid
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 12
| startup    =  
| active      = 3
| active      =  
| recovery    = 24
| recovery    = 50
| hitadv      = Soft Knockdown
| hitadv      =  
| blockadv    = -8
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 0
| stun        =  
| guardDamage = 30
| guardDamage =  
}}
}}


===TemplateSpecialRekka 3===
===Himou Kyaku Backward===
====214A214P214P====
====214B====
{{MoveData-KOFXV | character = CharName | moveId = charName_214a214p214p
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214b
| name        = TemplateSpecialRekka 3
| name        = Himou Kyaku Backward
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 214A214P214P
| input      = 214B
| images      = XV_CharName_214A214P214P_ima.png
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_charName_214a214p214p.png
| hitboxes    = XV_duolon_214b.png, XV_duolon_214b2.png
| damage      = 50
| damage      =  
| guard      = High
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 18
| startup    =  
| active      = 4
| active      =  
| recovery    = 28
| recovery    = 32
| hitadv      = Hard Knockdown
| hitadv      =  
| blockadv    = -13
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 60
| stun        =  
| guardDamage = 20
| guardDamage =  
}}
}}
 
====214D====
====214C214P214P====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214d
{{MoveData-KOFXV | character = CharName | moveId = charName_214c214p214p
| name        = Himou Kyaku Backward
| name        = TemplateSpecialRekka 3
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 214C214P214P
| input      = 214D
| images      = XV_CharName_214A214P214P_ima.png
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_charName_214c214p214p.png
| hitboxes    = XV_duolon_214d.png, XV_duolon_214d2.png
| damage      = 65
| damage      =  
| guard      = High
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 18
| startup    =  
| active      = 8
| active      =  
| recovery    = 27
| recovery    = 42
| hitadv      = Hard Knockdown
| hitadv      =  
| blockadv    = -16
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 60
| stun        =  
| guardDamage = 20
| guardDamage =  
}}
}}
 
====214BD====
====214AC214P214P====
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214bd
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac214p214p
| name        = Himou Kyaku Backward
| name        = TemplateSpecialRekka 3
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 214AC214P214P
| input      = 214BD
| images      = XV_charName_214ac214p214p_ima.png
| images      = XV_Duo Lon_214B_ima.png
| hitboxes    = XV_charName_214ac214p214p.png
| hitboxes    = XV_duolon_214bd.png, XV_duolon_214bd2.png
| damage      = 75
| damage      =  
| guard      = Mid
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 20
| startup    =  
| active      = 3
| active      =  
| recovery    = 29
| recovery    = 36
| hitadv      = Hard Knockdown
| hitadv      =  
| blockadv    = -13
| blockadv    =  
| invul      =  
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 0
| stun        =  
| guardDamage = 20
| guardDamage =  
}}
}}


==Supers==
==Supers==
===TemplateSuper1===
===Hiden Genmu Bakuto Shikon===
====236236A/C====
====214236A/C====
{{MoveData-KOFXV | character = CharName | moveId = charName_236236p
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236p
| name        = TemplateSuper1
| name        = Hiden Genmu Bakuto Shikon
| header      = yes
| header      = yes
| version    = A or C
| version    = A or C
| orderId    = 1
| orderId    = 1
| input      = 236236A/C
| input      = 214236A/C
| images      = XV_charName_236236p_ima.png
| images      = XV_duolon_214236p_ima.png
| hitboxes    = XV_charName_236236p.png
| hitboxes    = XV_duolon_214236p.png
| damage      = 230 (20*9+50)
| damage      = 160 (160+0) Min: 80
| guard      = N/A
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = advanced, climax
| startup    = 3
| startup    = 10
| active      =  
| active      = 13
| recovery    =  
| recovery    = 54
| hitadv      = KND (+25)
| hitadv      = HKD (+37)
| blockadv    =  
| blockadv    = -48~-36
| invul      = ?
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


====236236AC====
====214236AC====
{{MoveData-KOFXV | character = CharName | moveId = charName_236236ac
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236ac
| name        = TemplateSuper1
| name        = Hiden Genmu Bakuto Shikon
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 2
| orderId    = 2
| input      = 236236AC
| input      = 214236AC
| images      = XV_charName_236236ac_ima.png
| images      = XV_duolon_214236p_ima.png
| hitboxes    = XV_charName_236236ac.png
| hitboxes    = XV_duolon_214236ac.png
| damage      = 380 (20*10+80+100) Min: 190
| damage      = 340 (35*4+200) Min: 168
| guard      = N/A
| guard      = Mid
| cancel      = Climax
| cancel      = climax
| startup    = 1
| startup    = 8
| active      =  
| active      = 17
| recovery    =  
| recovery    = 54
| hitadv      = KND (+28)
| hitadv      = HKD (+63)
| blockadv    =  
| blockadv    = -52~-39
| invul      = ?
| invul      = Full Body: 1 (1 Frame), Projectile Invincibility: 2 to 20 (19 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


===TemplateSuper2===
===Hiden Genmu Onryou Heki===
====236236A====
====214214A/C====
{{MoveData-KOFXV | character = CharName | moveId = charName_236236b
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214p
| name        = TemplateSuper2
| name        = Hiden Genmu Onryou Heki
| header      = yes
| header      = yes
| version    = B
| version    = A or C
| orderId    = 1
| orderId    = 1
| input      = 236236B
| input      = 214214A/C
| images      = XV_charName_236236b_ima.png
| images      = XV_duolon_214214p_ima.png
| hitboxes    = XV_charName_236236b.png
| hitboxes    = XV_duolon_214214p.png, XV_duolon_214214p2.png
| damage      = 205 (0+[20+15]*3+100)
| damage      = 175 (15*11+10) Min: 82
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = advanced, climax
| startup    = 8
| startup    = 7
| active      =  
| active      = 60
| recovery    =  
| recovery    = 73
| hitadv      = HKD (+49)
| hitadv      = HKD (+35)
| blockadv    = -26
| blockadv    = -47
| invul      = ?
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


====236236C====
====214214AC====
{{MoveData-KOFXV | character = CharName | moveId = charName_236236d
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214ac
| name        = TemplateSuper2
| name        = Hiden Genmu Onryou Heki
| header      = no
| header      = no
| version    = D
| version    = AC
| orderId    = 2
| orderId    = 2
| input      = 236236D
| input      = 214214AC
| images      = XV_charName_236236b_ima.png
| images      = XV_duolon_214214p_ima.png
| hitboxes    = XV_charName_236236d.png
| hitboxes    = XV_duolon_214214ac.png, XV_duolon_214214ac2.png
| damage      = 205 (0+[20+15]*3+100)
| damage      = 335 (15*19+50) Min: 158
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = climax
| startup    = 12
| startup    = 6
| active      =  
| active      = 17
| recovery    =  
| recovery    = 54
| hitadv      = HKD (+49)
| hitadv      = HKD (+63)
| blockadv    = -35
| blockadv    = -38
| invul      = ?
| invul      = Full Body: 1 to 27 (27 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


====236236AC====
===climax Super===
{{MoveData-KOFXV | character = CharName | moveId = charName_236236bd
| name        = TemplateSuper2
| header      = no
| version    = BD
| orderId    = 3
| input      = 236236BD
| images      = XV_charName_236236b_ima.png
| hitboxes    = XV_charName_236236bd.png
| damage      = 360 (0+20+15+20+15+30*3+100+100) Min: 179
| guard      = Mid
| cancel      = Climax
| startup    = 8
| active      =
| recovery    =
| hitadv      = HKD (+32)
| blockadv    = -26
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
===Climax Super===
====2141236CD====
====2141236CD====
{{MoveData-KOFXV | character = CharName | moveId = charName_2141236cd
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2141236cd
| name        = TemplateClimax
| name        = Mugen Juon Toubu
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_charName_2141236cd_ima.png
| images      = XV_duolon_2141236cd_ima.png
| hitboxes    = XV_charName_2141236cd.png
| hitboxes    = XV_duolon_2141236cd.png
| damage      = 442 (0+8*24+250) Min: 266
| damage      = 431 (0+10*28+150+1) Min: 216
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 16
| startup    = 13
| active      =  
| active      = 30
| recovery    =  
| recovery    = 55
| hitadv      = HKD (+17)
| hitadv      = HKD (+37)
| blockadv    = -70
| blockadv    = -66
| invul      = ?
| invul      = Full Body: 1 to 21 (21 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Latest revision as of 13:55, 9 October 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Duo Lon
duolon_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midchain, command437+5+3-3060


cl.B

Duo Lon
duolon_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowchain, command547+4+2-3060


cl.C

Duo Lon
duolon_clc
cl.C
cl.C
close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand5420-3-5-70120


cl.D

Duo Lon
duolon_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand6615+0-2-70120


Far Standing Normals

5A

Duo Lon
duolon_fa
5A
5A
stand A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand549+2+0-3060


5B

Duo Lon
duolon_fb
5B
5B
stand B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper6412-1-3-3060


5C

Duo Lon
duolon_fc
5C
5C
stand C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper122190-2-70120


5D

Duo Lon
duolon_fd
5D
5D
stand D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper9520-4-6-70120


Crouch Normals

2A

Duo Lon
duolon_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midchain, command547+4+2-3060


2B

Duo Lon
duolon_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowchain, super549+20-1530


2C

Duo Lon
duolon_2c
2C
2C
crouch C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand7721-7-9-70120


2D

Duo Lon
duolon_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial9626SKD (+26/+53)-4-70120


jump normals

hop A

Duo Lon
duolon_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Highspecial571 on ground+10~+11+10~+11-3050


jump A

Duo Lon
duolon_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Highspecial571 on ground+10~+11+10~+11-3060


hop B

Duo Lon
duolon_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-571 on ground+2~+11+2~+11-3050


jump B

Duo Lon
duolon_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
35High-571 on ground-1~+11-1~+11-3060



hop C

Duo Lon
duolon_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial751 on ground+6~+14+9~+14-70100


jump C

Duo Lon
duolon_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial751 on ground+6~+11+9~+14-70120


hop D

Duo Lon
duolon_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground+5~+11+8~+14-70100


jump D

Duo Lon
duolon_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground+2~+11+5~+14-70120


rush moves

rush 1

Duo Lon
duolon_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Mid-6---5-7-30120 (60+60)


rush 2

Duo Lon
duolon_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-6---3-5-30180 (60+60+60)


Command normals

6A

Duo Lon
duolon_6a
6A
6A
Genmuken
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Midspecial12 [10]420-3-5-4040


6AC

Duo Lon
duolon_6ac
6AC
6AC
Genmuken
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 (30+30)Midspecial10418-1-3-080 (40+40)


j.6A

Duo Lon
duolon_j6a
6A
6A
Air Genmuken
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-1341 on ground+13~+14+13~+14-4040


j.6AC

Duo Lon
duolon_j6ac
6AC
6AC
Air Genmuken
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Mid-941 on ground+13~+14+13~+14-040


j.6B

Duo Lon
duolon_j6b
j.6B
j.6B
Air Genmukyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-1541 on ground+1~+11+1~+11-4040


j.6BD

Duo Lon
duolon_j6bd
j.6BD
j.6BD
Air Genmukyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60High-1041 on ground+1~+10+1~+10-040


6B

Duo Lon
duolon_6b
6B
6B
Hiei Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40 [40]Midsuper [special]10 [10]416-5-7-40 [40]40 [40]


Target Combo 1

Duo Lon
duolon_jb_d
j.B,D
j.B,D
Target Combo 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
83 (45+40)--1261 on ground---70 (30+40)?


Blowback

Blowback

Duo Lon
duolon_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial16428Wall Splat (+68~+84) / SKD (Air hit)-9-100160


ShatterStrike

Duo Lon
duolon_236cd
236CD
236CD
ShatterStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple (+93) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Duo Lon
duolon_214cd
214CD
214CD
AdvanceStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Duo Lon
duolon_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midspecial1471 on groundSKD+13~+17-80120


jump CD

Duo Lon
duolon_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midspecial1471 on groundSKD+14~+21-80140


Throws

forward throw

Duo Lon
duolon_cthrow
(close) 4/6+C
(close) 4/6+C
Suishu Shoukou
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (+55)Unblockable-00


back throw

Duo Lon
duolon_dthrow
(close) 4/6+D
(close) 4/6+D
Suishu Houki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (+46)Unblockable-00


Specials

Genmukyaku

623B

Duo Lon
duolon_623b
623B
623B
Genmukyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper13526SKD (+33/+60)-10-4040


623D

Duo Lon
duolon_623d
623D
623D
Genmukyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper15531SKD (+28/+55)-15-4040


623BD

Duo Lon
duolon_623bd
623BD
623BD
Genmukyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-15526Launch (+44/+71)-10-040


Shaki Juuryuu 1

236A

Duo Lon
duolon_236a
236A
236A
Shaki Juuryuu 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20Midsuper9525-7-9-2020


236C

Duo Lon
duolon_236c
236C
236C
Shaki Juuryuu 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper15527-1-13-4040


236AC

Duo Lon
duolon_236ac
236AC
236AC
Shaki Juuryuu 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-15527-11-13--40


Shaki Juuryuu 2

236A6P

Duo Lon
duolon_236a6p
236A6P
236A6P
Shaki Juuryuu 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20Midsuper11529-13-15-2020


236C6P

Duo Lon
duolon_236c6p
236C6P
236C6P
Shaki Juuryuu 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper11531-15-17-4040


236AC6P

Duo Lon
duolon_236ac6p
236AC6P
236AC6P
Shaki Juuryuu 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-11531-15-17-040


Shaki Juuryuu 3

236A6P6P

Duo Lon
duolon_236a6p6p
236A6P6P
236A6P6P
Shaki Juuryuu 3
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Highsuper13237Launch (+23/+50)-22-2525


236C6P6P

Duo Lon
duolon_236c6p6p
236C6P6P
236C6P6P
Shaki Juuryuu 3
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
35Highsuper13242Launch (+29/+56)-27-4040


236AC6P6P

Duo Lon
duolon_236ac6p6p
236AC6P6P
236AC6P6P
Shaki Juuryuu 3
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
35Mid-13638Crumple (+92)-25-040


Rekka Forward Teleport B

236A6P6P6B

Duo Lon
duolon_236a6p6p6b
236A6P6P6B
236A6P6P6B
Himou Kyaku Forward B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27SKD (+34/+61)-22---


236C6P6P6B

Duo Lon
duolon_236c6p6p6b
236C6P6P6B
236C6P6P6B
Himou Kyaku Forward B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27SKD (+45/+72)-11---


236AC6P6P6B

Duo Lon
duolon_236ac6p6p6b
236AC6P6P6B
236AC6P6P6B
Himou Kyaku Forward B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27Crumple (+108)-9---


Rekka Forward Teleport D

236A6P6P6D

Duo Lon
duolon_236a6p6p6d
236A6P6P6D
236A6P6P6D
Himou Kyaku Forward D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----37SKD (+20/+47)-25---


236C6P6P6D

Duo Lon
duolon_236c6p6p6d
236C6P6P6D
236C6P6P6D
Himou Kyaku Forward D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----37SKD (+31/+58)-25---


236AC6P6P6D

Duo Lon
duolon_236ac6p6p6d
236AC6P6P6D
236AC6P6P6D
Himou Kyaku Forward D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27Crumple (+98)-19---


Rekka Forward Teleport BD

236A6P6P6BD

Duo Lon
duolon_236a6p6p6bd
236A6P6P6BD
236A6P6P6BD
EX Himou Kyaku Forward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----50SKD (+11/+38)-34---


236C6P6P6BD

Duo Lon
duolon_236c6p6p6bd
236C6P6P6BD
236C6P6P6BD
EX Himou Kyaku Forward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----50SKD (+22/+49)-34---


236AC6P6P6BD

Duo Lon
duolon_236ac6p6p6bd
236AC6P6P6BD
236AC6P6P6BD
EX Himou Kyaku Forward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----50Crumple (+85)-32---


EX Rekka Back Teleport

236AC6P6P4B

Duo Lon
duolon_236ac6p6p4b
236AC6P6P4B
236AC6P6P4B
Himou Kyaku Backward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----32Crumple (+103)-14---


236AC6P6P4D

Duo Lon
duolon_236ac6p6p4d
236AC6P6P4D
236AC6P6P4D
Himou Kyaku Backward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----42Crumple (+93)-24---


236AC6P6P4BD

Duo Lon
duolon_236ac6p6p4bd
236AC6P6P4BD
236AC6P6P4BD
Himou Kyaku Backward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----36Crumple (+99)-18Full Body: 1 to 10 (10 Frames)--


Juon Shikon

214A

Duo Lon
duolon_214a
214A
214A
Juon Shikon
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-186033-6~+27-9~+24-4040


214C

Duo Lon
duolon_214c
214C
214C
Juon Shikon
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Mid-2810030-3~+27-6~+24-4040


214AC

Duo Lon
duolon_214ac
214AC
214AC
Juon Shikon
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
98 (30+30+40)Mid-2212031+8~+29+3~+24-0120 (40+40+40)


Himou Kyaku Forward

236B

Duo Lon
duolon_236b
236B
236B
Himou Kyaku Forward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27-----


236D

Duo Lon
duolon_236d
236D
236D
Himou Kyaku Forward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----37-----


236BD

Duo Lon
duolon_236bd
236BD
236BD
Himou Kyaku Forward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----50-----


Himou Kyaku Backward

214B

Duo Lon
duolon_214b
214B
214B
Himou Kyaku Backward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----32-----


214D

Duo Lon
duolon_214d
214D
214D
Himou Kyaku Backward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----42-----


214BD

Duo Lon
duolon_214bd
214BD
214BD
Himou Kyaku Backward

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----36--Full Body: 1 to 10 (10 Frames)--


Supers

Hiden Genmu Bakuto Shikon

214236A/C

Duo Lon
duolon_214236p
214236A/C
214236A/C
Hiden Genmu Bakuto Shikon
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160 (160+0) Min: 80Midadvanced, climax101354HKD (+37)-48~-36Full Body: 1 to 3 (3 Frames)00


214236AC

Duo Lon
duolon_214236ac
214236AC
214236AC
Hiden Genmu Bakuto Shikon
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
340 (35*4+200) Min: 168Midclimax81754HKD (+63)-52~-39Full Body: 1 (1 Frame), Projectile Invincibility: 2 to 20 (19 Frames)00


Hiden Genmu Onryou Heki

214214A/C

Duo Lon
duolon_214214p
214214A/C
214214A/C
Hiden Genmu Onryou Heki

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
175 (15*11+10) Min: 82Midadvanced, climax76073HKD (+35)-47Full Body: 1 to 15 (15 Frames)00


214214AC

Duo Lon
duolon_214214ac
214214AC
214214AC
Hiden Genmu Onryou Heki

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
335 (15*19+50) Min: 158Midclimax61754HKD (+63)-38Full Body: 1 to 27 (27 Frames)00


climax Super

2141236CD

Duo Lon
duolon_2141236cd
2141236CD
2141236CD
Mugen Juon Toubu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
431 (0+10*28+150+1) Min: 216Mid-133055HKD (+37)-66Full Body: 1 to 21 (21 Frames)00