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The King of Fighters XV/Najd/Data: Difference between revisions

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Line 6: Line 6:
| input   = cl.A
| input   = cl.A
| images   = XV_najd_c.A_ima.png
| images   = XV_najd_c.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_c.A.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = Mid
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 6
| hitadv   = +6
| hitadv   = +6
| blockadv   = +4
| blockadv   = +4
Line 25: Line 25:
| input   = cl.B
| input   = cl.B
| images   = XV_najd_c.B_ima.png
| images   = XV_najd_c.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_c.B.png
| damage   = 30
| damage   = 30
| guard   = Low
| guard   = Low
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 7
| hitadv   = +4
| hitadv   = +4
| blockadv   = +2
| blockadv   = +2
Line 44: Line 44:
| input   = cl.C
| input   = cl.C
| images   = XV_najd_c.C_ima.png
| images   = XV_najd_c.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_c.C.png, XV_najd_c.C2.png, XV_najd_c.C3.png, XV_najd_c.C4.png
| damage   = 70 (15*3+25)
| damage   = 70 (15*3+25)
| guard   = Mid
| guard   = Mid
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 2 (3) 2 (3) 2 (6) 2
| recovery   =  
| recovery   = 20
| hitadv   = +1
| hitadv   = +1
| blockadv   = -3
| blockadv   = -3
Line 63: Line 63:
| input   = cl.D
| input   = cl.D
| images   = XV_najd_c.D_ima.png
| images   = XV_najd_c.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_c.D.png
| damage   = 80
| damage   = 80
| guard   = High
| guard   = High
| cancel   = super
| cancel   = super
| startup   = 22
| startup   = 22
| active   =  
| active   = 2
| recovery   =  
| recovery   = 20
| hitadv   = +1
| hitadv   = +1
| blockadv   = -3
| blockadv   = -3
Line 83: Line 83:
| input   = 5A
| input   = 5A
| images   = XV_najd_5A_ima.png
| images   = XV_najd_5A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_5A.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = Mid
| cancel   = special
| cancel   = special
| startup   = 6
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 8
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
Line 102: Line 102:
| input   = 5B
| input   = 5B
| images   = XV_najd_5B_ima.png
| images   = XV_najd_5B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_5B.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 6
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 13
| hitadv   = -2
| hitadv   = -2
| blockadv   = -4
| blockadv   = -4
Line 121: Line 121:
| input   = 5C
| input   = 5C
| images   = XV_najd_5C_ima.png
| images   = XV_najd_5C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_5C.png
| damage   = 70
| damage   = 70
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = special
| startup   = 8
| startup   = 8
| active   =  
| active   = 4
| recovery   =  
| recovery   = 19
| hitadv   = -2
| hitadv   = -2
| blockadv   = -4
| blockadv   = -4
Line 140: Line 140:
| input   = 5D
| input   = 5D
| images   = XV_najd_5D_ima.png
| images   = XV_najd_5D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_5D.png
| damage   = 80
| damage   = 80
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super, 214D (Lv 1+)
| startup   = 10
| startup   = 10
| active   =  
| active   = 7
| recovery   =  
| recovery   = 17
| hitadv   = -3
| hitadv   = -3
| blockadv   = -5
| blockadv   = -5
Line 160: Line 160:
| input   = 2A
| input   = 2A
| images   = XV_najd_2A_ima.png
| images   = XV_najd_2A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_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   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 4
| recovery   =  
| recovery   = 8
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
Line 179: Line 179:
| input   = 2B
| input   = 2B
| images   = XV_najd_2B_ima.png
| images   = XV_najd_2B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_2B.png
| damage   = 15
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = self, super
| cancel   = self, super
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 198: Line 198:
| input   = 2C
| input   = 2C
| images   = XV_najd_2C_ima.png
| images   = XV_najd_2C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_2C.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   = 7
| startup   = 7
| active   =  
| active   = 6
| recovery   =  
| recovery   = 26
| hitadv   = -11
| hitadv   = -11
| blockadv   = -13
| blockadv   = -13
Line 217: Line 217:
| input   = 2D
| input   = 2D
| images   = XV_najd_2D_ima.png
| images   = XV_najd_2D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_2D.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = special
| cancel   = special
| startup   = 10
| startup   = 10
| active   =  
| active   = 4
| recovery   =  
| recovery   = 19
| hitadv   = SKD (+26)
| hitadv   = SKD (+26)
| blockadv   = -4
| blockadv   = -4
Line 240: Line 240:
| input   = h.A
| input   = h.A
| images   = XV_najd_j.A_ima.png
| images   = XV_najd_j.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_hA.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   = special
| cancel   = special
| startup   = 4
| startup   = 4
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 261: Line 261:
| input   = j.A
| input   = j.A
| images   = XV_najd_j.A_ima.png
| images   = XV_najd_j.A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_jA.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   = special
| cancel   = special
| startup   = 4
| startup   = 4
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 283: Line 283:
| input   = h.B
| input   = h.B
| images   = XV_najd_j.B_ima.png
| images   = XV_najd_j.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_hB.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 304: Line 304:
| input   = j.B
| input   = j.B
| images   = XV_najd_j.B_ima.png
| images   = XV_najd_j.B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_jB.png
| damage   = 35
| damage   = 35
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 327: Line 327:
| input   = h.C
| input   = h.C
| images   = XV_najd_j.C_ima.png
| images   = XV_najd_j.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_hC.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 12
| startup   = 12
| active   =  
| active   = 4
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 348: Line 348:
| input   = j.C
| input   = j.C
| images   = XV_najd_j.C_ima.png
| images   = XV_najd_j.C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_jC.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 12
| startup   = 12
| active   =  
| active   = 4
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 369: Line 369:
| input   = h.D
| input   = h.D
| images   = XV_najd_j.D_ima.png
| images   = XV_najd_j.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_hD.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 9
| startup   = 9
| active   =  
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 391: Line 391:
| input   = j.D
| input   = j.D
| images   = XV_najd_j.D_ima.png
| images   = XV_najd_j.D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_jD.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 9
| startup   = 9
| active   =  
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 413: Line 413:
| orderId    = 1
| orderId    = 1
| input      = cl.AA
| input      = cl.AA
| images      = XV_najd_rush1_ima.png
| images      = XV_najd_rush1.png
| hitboxes    = XV_najd_rush1.png
| hitboxes    = XV_najd_rush1_hb.png
| damage      = 48 (25+25)
| damage      = 48 (25+25)
| guard      = Mid
| guard      = Mid
Line 435: Line 435:
| orderId    = 2
| orderId    = 2
| input      = cl.AAX
| input      = cl.AAX
| images      = XV_najd_rush2_ima.png
| images      = XV_najd_rush2.png
| hitboxes    = XV_najd_rush2.png
| hitboxes    = XV_najd_rush2_hb.png
| damage      = 70 (25+25+25)
| damage      = 70 (25+25+25)
| guard      = Mid
| guard      = Mid
Line 450: Line 450:
}}
}}


===Command normals===
===Command Normals===
===Wings of Eternity===
====Wings of Eternity====
====6A====
{{MoveData-KOFXV | character = Najd | moveId = najd_6a
{{MoveData-KOFXV | character = Najd | moveId = najd_6a
| name   = Wings of Eternity
| name   = Wings of Eternity
| input   = 6A
| input   = 6A
| images   = XV_najd_5C_ima.png
| images   = XV_najd_6A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_6A.png
| damage   = 60 [45]
| damage   = 60 [45]
| guard   = Mid
| guard   = Mid
Line 463: Line 462:
| startup   = 17 [15]
| startup   = 17 [15]
| active   = 4
| active   = 4
| recovery   = 17 [18]
| recovery   = 17
| hitadv   = 0 [0]
| hitadv   = 0
| blockadv   = -2 [-2]
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 40
| stun        = 40
Line 471: Line 470:
}}
}}


===Storm of Valor===
====Storm of Valor====
====jAC====
{{MoveData-KOFXV | character = Najd | moveId = najd_jac
{{MoveData-KOFXV | character = Najd | moveId = najd_jac
| name        = Storm of Valor
| name        = Storm of Valor
| input      = jAC
| input      = jAC
| images      = XV_najd_fc_ima.png
| images      = XV_najd_jAC_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_najd_jAC.png, XV_najd_jAC2.png
| damage      = 80 (40+40)
| damage      = 80 (40+40)
| guard      = ?
| guard      = ?
| cancel      = special
| cancel      = special
| startup    = 9
| startup    = 9
| active      =  
| active      = 2 (4) 3
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 497: Line 495:
| input   = CD
| input   = CD
| images   = XV_najd_CD_ima.png
| images   = XV_najd_CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_CD.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   = 14
| startup   = 14
| active   =  
| active   = 4
| recovery   =  
| recovery   = 23
| hitadv   = Wall Splat (+73~+89) / SKD (Air hit)
| hitadv   = Wall Splat (+73~+89) / SKD (Air hit)
| blockadv   = -4
| blockadv   = -4
Line 516: Line 514:
| input   = 236CD
| input   = 236CD
| images   = XV_najd_236cd_ima.png
| images   = XV_najd_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_236cd.png, XV_najd_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 529: Line 527:
| guardDamage = 200
| guardDamage = 200
}}
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Najd | moveId = najd_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_najd_214cd_ima.png
| hitboxes    = XV_najd_214cd.png, XV_najd_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 = Najd | moveId = najd_hcd
{{MoveData-KOFXV | character = Najd | moveId = najd_hcd
Line 537: Line 555:
| input   = h.CD
| input   = h.CD
| images   = XV_najd_j.CD_ima.png
| images   = XV_najd_j.CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_jCD.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 14
| startup   = 14
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = SKD
| hitadv   = SKD
Line 550: Line 568:
| guardDamage = 120
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Najd | moveId = najd_jcd
{{MoveData-KOFXV | character = Najd | moveId = najd_jcd
Line 558: Line 577:
| input   = j.CD
| input   = j.CD
| images   = XV_najd_j.CD_ima.png
| images   = XV_najd_j.CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_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   = special
| cancel   = special
| startup   = 14
| startup   = 14
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = SKD
| hitadv   = SKD
Line 578: Line 597:
| input   = (close) 4/6+C
| input   = (close) 4/6+C
| images   = XV_najd_cthrow_ima.png
| images   = XV_najd_cthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_cthrow.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
Line 597: Line 616:
| input   = (close) 4/6+D
| input   = (close) 4/6+D
| images   = XV_najd_dthrow_ima.png
| images   = XV_najd_dthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_najd_dthrow.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
Line 626: Line 645:
| cancel      = super
| cancel      = super
| startup    = 8
| startup    = 8
| active      =  
| active      = 3
| recovery    =  
| recovery    = 24
| hitadv      = -6
| hitadv      = -6
| blockadv    = -10
| blockadv    = -10
Line 648: Line 667:
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 3
| recovery    =  
| recovery    = 24
| hitadv      = -6
| hitadv      = -6
| blockadv    = -10
| blockadv    = -10
Line 671: Line 690:
| cancel      = super
| cancel      = super
| startup    = 9
| startup    = 9
| active      =  
| active      = 4
| recovery    =  
| recovery    = 25
| hitadv      = -8
| hitadv      = -8
| blockadv    = -12
| blockadv    = -12
Line 693: Line 712:
| cancel      =  
| cancel      =  
| startup    = 9
| startup    = 9
| active      =  
| active      = 4
| recovery    =  
| recovery    = 25
| hitadv      = -8
| hitadv      = -8
| blockadv    = -12
| blockadv    = -12
Line 716: Line 735:
| cancel      = super, 214D
| cancel      = super, 214D
| startup    = 8
| startup    = 8
| active      =  
| active      = 14
| recovery    =  
| recovery    = 30
| hitadv      = SKD (+23)
| hitadv      = SKD (+23)
| blockadv    = -14
| blockadv    = -14
Line 733: Line 752:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d1.png
| damage      = 120
| damage      = 120
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+84)
| hitadv      = Juggle (+84)
| blockadv    = -2
| blockadv    = -2
Line 755: Line 774:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d1.png
| damage      = 140
| damage      = 140
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+83)
| hitadv      = Juggle (+83)
| blockadv    = -2
| blockadv    = -2
Line 777: Line 796:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d3.png, XV_najd_214d32.png
| damage      = 180
| damage      = 180
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+101)
| hitadv      = Juggle (+101)
| blockadv    = -2
| blockadv    = -2
Line 799: Line 818:
| input      = 236AC6P6P
| input      = 236AC6P6P
| images      = XV_najd_236aC6P6P_ima.png
| images      = XV_najd_236aC6P6P_ima.png
| hitboxes    = XV_najd_236aC6P6P.png
| hitboxes    = XV_najd_236aC6P6P.png, XV_najd_236aC6P6P2.png
| damage      = 30 (5+4*4+9)
| damage      = 30 (5+4*4+9)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      =  
| active      = 3 (11) 1 (1) 1 (1) 1 (1) 1 (1) 1
| recovery    =  
| recovery    = 35
| hitadv      = Juggle (+58)
| hitadv      = Juggle (+58)
| blockadv    = -25
| blockadv    = -25
Line 820: Line 839:
| orderId    = 1
| orderId    = 1
| input      = 236C
| input      = 236C
| images      = XV_najd_236a_ima.png
| images      = XV_najd_236a6p6p_ima.png
| hitboxes    = XV_najd_236c.png
| hitboxes    = XV_najd_236c.png
| damage      = 120 (20*3+60)
| damage      = 120 (20*3+60)
| guard      = Mid
| guard      = Mid
| cancel      = super, 214D
| cancel      = super, 214D
| startup    = 21
| startup    = 19
| active      =  
| active      = 14
| recovery    =  
| recovery    = 18
| hitadv      = SKD (+36)
| hitadv      = SKD (+36)
| blockadv    = -2
| blockadv    = -2
Line 843: Line 862:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d1.png
| damage      = 120
| damage      = 120
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+85)
| hitadv      = Juggle (+85)
| blockadv    = -2
| blockadv    = -2
Line 865: Line 884:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d1.png
| damage      = 140
| damage      = 140
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+83)
| hitadv      = Juggle (+83)
| blockadv    = -2
| blockadv    = -2
Line 887: Line 906:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d3.png, XV_najd_214d32.png
| damage      = 180
| damage      = 180
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+102)
| hitadv      = Juggle (+102)
| blockadv    = -2
| blockadv    = -2
Line 905: Line 924:
{{MoveData-KOFXV | character = Najd | moveId = najd_j214a
{{MoveData-KOFXV | character = Najd | moveId = najd_j214a
| name        = Unleashed Soul  
| name        = Unleashed Soul  
| heacer     = yes
| header     = yes
| version    = B
| version    = B
| orderId    = 1
| orderId    = 1
Line 915: Line 934:
| cancel      = super
| cancel      = super
| startup    = 15
| startup    = 15
| active      =  
| active      = 16
| recovery    =  
| recovery    = 10 on ground
| hitacv      = SKD (+12~+17)
| hitacv      = SKD (+12~+17)
| blockacv    = -20~-15
| blockacv    = -20~-15
Line 927: Line 946:
{{MoveData-KOFXV | character = Najd | moveId = najd_j214c
{{MoveData-KOFXV | character = Najd | moveId = najd_j214c
| name        = Unleashed Soul  
| name        = Unleashed Soul  
| heacer     = no
| header     = no
| version    = D
| version    = D
| orderId    = 2
| orderId    = 2
| input      = j214C
| input      = j214C
| images      = XV_najd_j214a_ima.png
| images      = XV_najd_j214C_ima.png
| hitboxes    = XV_najd_j214c.png
| hitboxes    = XV_najd_j214c.png
| damage      = 60
| damage      = 60
Line 937: Line 956:
| cancel      = super
| cancel      = super
| startup    = 15
| startup    = 15
| active      =  
| active      = Active until landing
| recovery    =  
| recovery    = 17 on ground
| hitacv      = SKD (+27~+36)
| hitacv      = SKD (+27~+36)
| blockacv    = -8~+1
| blockacv    = -8~+1
Line 949: Line 968:
{{MoveData-KOFXV | character = Najd | moveId = najd_j214ac
{{MoveData-KOFXV | character = Najd | moveId = najd_j214ac
| name        = Unleashed Soul  
| name        = Unleashed Soul  
| heacer     = no
| header     = no
| version    = BD
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = j214AC
| input      = j214AC
| images      = XV_najd_j214a_ima.png
| images      = XV_najd_j214C_ima.png
| hitboxes    = XV_najd_j214ac.png
| hitboxes    = XV_najd_j214c.png
| damage      = 120
| damage      = 120
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = Active until landing
| recovery    =  
| recovery    = 15 on ground
| hitacv      = Juggle (+36~+44)
| hitacv      = Juggle (+36~+44)
| blockacv    = -5~+3
| blockacv    = -5~+3
Line 982: Line 1,001:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 1
| recovery    =  
| recovery    = 45
| hitadv      = KND (+38)
| hitadv      = KND (+38)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 999: Line 1,018:
| input      = 63214C
| input      = 63214C
| images      = XV_najd_63214c_ima.png
| images      = XV_najd_63214c_ima.png
| hitboxes    = XV_najd_63214c.png
| hitboxes    = XV_najd_63214a.png
| damage      = 130 (10+20+30+20+50)
| damage      = 130 (10+20+30+20+50)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 1
| recovery    =  
| recovery    = 45
| hitadv      = KND (+38)
| hitadv      = KND (+38)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 1,020: Line 1,039:
| orderId    = 3
| orderId    = 3
| input      = 63214AC
| input      = 63214AC
| images      = XV_najd_63214a_ima.png
| images      = XV_najd_63214ac_ima.png
| hitboxes    = XV_najd_63214ac.png
| hitboxes    = XV_najd_63214ac.png
| damage      = 130 (20+20+30+10*6)
| damage      = 130 (20+20+30+10*6)
Line 1,026: Line 1,045:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 1
| recovery    =  
| recovery    = 45
| hitadv      = Juggle (+74)
| hitadv      = Juggle (+74)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 1,049: Line 1,068:
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      =  
| active      = 2
| recovery    = 50 (Total Frames)
| recovery    = 44
| hitadv      = HKD (+69)
| hitadv      = HKD (+69)
| blockadv    = -27
| blockadv    = -27
Line 1,066: Line 1,085:
| input      = 236D
| input      = 236D
| images      = XV_najd_236b_ima.png
| images      = XV_najd_236b_ima.png
| hitboxes    = XV_najd_236d.png
| hitboxes    = XV_najd_236b.png
| damage      = 80 (0+15*4+20)
| damage      = 80 (0+15*4+20)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      =  
| active      = 2
| recovery    = 50 (Total Frames)
| recovery    = 44
| hitadv      = HKD (+69)
| hitadv      = HKD (+69)
| blockadv    = -27
| blockadv    = -27
Line 1,093: Line 1,112:
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      =  
| active      = 2
| recovery    = 50 (Total Frames)
| recovery    = 44
| hitadv      = HKD (+69)
| hitadv      = HKD (+69)
| blockadv    = -27
| blockadv    = -27
Line 1,111: Line 1,130:
| input      = 214B
| input      = 214B
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214b.png
| hitboxes    = XV_najd_214d0.png, XV_najd_214d02.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 18
| hitadv      = SKD (+30 [+32])
| hitadv      = SKD (+30 [+32])
| blockadv    = -5 [-3]
| blockadv    = [-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block.
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
Line 1,133: Line 1,152:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d0.png, XV_najd_214d02.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 18
| hitadv      = SKD (+30 [+32])
| hitadv      = SKD (+30 [+32])
| blockadv    = -5 [-3]
| blockadv    = [-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block.
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
Line 1,155: Line 1,174:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d1.png
| damage      = 120
| damage      = 120
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+80)
| hitadv      = Juggle (+80)
| blockadv    = -2
| blockadv    = -2 (Close Range) to 2 (Max Range)
| invul      =  
| invul      =  
| stun        = 100
| stun        = 100
Line 1,177: Line 1,196:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d1.png
| damage      = 140
| damage      = 140
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+80)
| hitadv      = Juggle (+80)
| blockadv    = -2
| blockadv    = -2 (Close Range) to 3 (Max Range)
| invul      =  
| invul      =  
| stun        = 120
| stun        = 120
Line 1,199: Line 1,218:
| input      = 214D
| input      = 214D
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214d.png
| hitboxes    = XV_najd_214d3.png, XV_najd_214d32.png
| damage      = 180
| damage      = 180
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = Juggle (+99)
| hitadv      = Juggle (+99)
| blockadv    = -2
| blockadv    = -2 (Close Range) to 3 (Max Range)
| invul      =  
| invul      =  
| stun        = 160
| stun        = 160
Line 1,221: Line 1,240:
| input      = 214BD
| input      = 214BD
| images      = XV_najd_214b_ima.png
| images      = XV_najd_214b_ima.png
| hitboxes    = XV_najd_214bd.png
| hitboxes    = XV_najd_214d0.png, XV_najd_214d02.png
| damage      = 140
| damage      = 140
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 18
| startup    = 18
| active      =  
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = SKD (+37 [+39])
| hitadv      = SKD (+37 [+39])
| blockadv    = -2 [+0]
| blockadv    = [-2 (Close Range) to 3 (Max Range)] - Stand block and tall crouching characters / [0 (Close Range)] - Average and small crouching characters block.
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 1,245: Line 1,264:
| input      = 236236A
| input      = 236236A
| images      = XV_najd_236236a_ima.png
| images      = XV_najd_236236a_ima.png
| hitboxes    = XV_najd_236236a.png
| hitboxes    = XV_najd_236236a.png, XV_najd_236236a2.png, XV_najd_236236a3.png
| damage      = 200 (25*6+50) Min: 97
| damage      = 200 (25*6+50) Min: 97
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 8
| startup    = 8
| active      =  
| active      = 3 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3
| recovery    =  
| recovery    = 50
| hitadv      = HKD (+47)
| hitadv      = HKD (+47)
| blockadv    = -28
| blockadv    = -28
| invul      =  
| invul      = Full Body: 1 to 2 (2 Frames), Projectile Invincibility: 3 to 14 (12 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,267: Line 1,286:
| input      = 236236C
| input      = 236236C
| images      = XV_najd_236236a_ima.png
| images      = XV_najd_236236a_ima.png
| hitboxes    = XV_najd_236236c.png
| hitboxes    = XV_najd_236236a.png, XV_najd_236236a2.png, XV_najd_236236a3.png
| damage      = 200 (25*6+50) Min: 97
| damage      = 200 (25*6+50) Min: 97
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 8
| startup    = 8
| active      =  
| active      = 3 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3
| recovery    =  
| recovery    = 50
| hitadv      = HKD (+47)
| hitadv      = HKD (+47)
| blockadv    = -28
| blockadv    = -28
| invul      =  
| invul      = Full Body: 1 to 2 (2 Frames), Projectile Invincibility: 3 to 14 (12 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,289: Line 1,308:
| input      = 236236AC
| input      = 236236AC
| images      = XV_najd_236236a_ima.png
| images      = XV_najd_236236a_ima.png
| hitboxes    = XV_najd_236236ac.png
| hitboxes    = XV_najd_236236ac.png, XV_najd_236236ac2.png, XV_najd_236236ac3.png, XV_najd_236236ac4.png
| damage      = 350 (20*15+50) Min: 175
| damage      = 350 (20*15+50) Min: 175
| guard      = Mid
| guard      = Mid
| cancel      = climax
| cancel      = climax
| startup    = 8
| startup    = 8
| active      =  
| active      = 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2
| recovery    =  
| recovery    = 50
| hitadv      = HKD (+48)
| hitadv      = HKD (+48)
| blockadv    = -27
| blockadv    = -27
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,312: Line 1,331:
| input      = 214214A
| input      = 214214A
| images      = XV_najd_214214a_ima.png
| images      = XV_najd_214214a_ima.png
| hitboxes    = XV_najd_214214a.png
| hitboxes    = XV_najd_214214a.png, XV_najd_214214a2.png
| damage      = 130
| damage      = 130
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 43
| hitadv      = Juggle (+67)
| hitadv      = Juggle (+67)
| blockadv    = -30
| blockadv    = -30
| invul      =  
| invul      = Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,334: Line 1,353:
| input      = 214214C
| input      = 214214C
| images      = XV_najd_214214a_ima.png
| images      = XV_najd_214214a_ima.png
| hitboxes    = XV_najd_214214c.png
| hitboxes    = XV_najd_214214a.png, XV_najd_214214a2.png
| damage      = 130
| damage      = 130
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 43
| hitadv      = Juggle (+67)
| hitadv      = Juggle (+67)
| blockadv    = -30
| blockadv    = -30
| invul      =  
| invul      = Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,356: Line 1,375:
| input      = 214214AC
| input      = 214214AC
| images      = XV_najd_214214a_ima.png
| images      = XV_najd_214214a_ima.png
| hitboxes    = XV_najd_214214ac.png
| hitboxes    = XV_najd_214214ac.png, XV_najd_214214ac2.png, XV_najd_214214ac3.png
| damage      = 230 (50*3+80)
| damage      = 230 (50*3+80)
| guard      = Mid
| guard      = Mid
| cancel      = climax
| cancel      = climax
| startup    = 10
| startup    = 10
| active      =  
| active      = 8
| recovery    =  
| recovery    = 48
| hitadv      = Juggle (+72)
| hitadv      = Juggle (+72)
| blockadv    = -31
| blockadv    = -31
| invul      =  
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,379: Line 1,398:
| input      = j214214A
| input      = j214214A
| images      = XV_najd_j214214a_ima.png
| images      = XV_najd_j214214a_ima.png
| hitboxes    = XV_najd_j214214a.png
| hitboxes    = XV_najd_j214214a.png, XV_najd_j214214a2.png, XV_najd_j214214a3.png
| damage      = 250
| damage      = 250
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 7
| active      =  
| active      = 8
| recovery    =  
| recovery    = 30 on ground
| hitadv      = HKD (+49)
| hitadv      = HKD (+49)
| blockadv    = -58
| blockadv    = -58
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,401: Line 1,420:
| input      = j214214C
| input      = j214214C
| images      = XV_najd_j214214a_ima.png
| images      = XV_najd_j214214a_ima.png
| hitboxes    = XV_najd_j214214c.png
| hitboxes    = XV_najd_j214214a.png, XV_najd_j214214a2.png, XV_najd_j214214a3.png
| damage      = 250
| damage      = 250
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 7
| active      =  
| active      = 8
| recovery    =  
| recovery    = 30 on ground
| hitadv      = HKD (+49)
| hitadv      = HKD (+49)
| blockadv    = -58
| blockadv    = -58
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,423: Line 1,442:
| input      = j214214AC
| input      = j214214AC
| images      = XV_najd_j214214a_ima.png
| images      = XV_najd_j214214a_ima.png
| hitboxes    = XV_najd_j214214ac.png
| hitboxes    = XV_najd_j214214ac.png, XV_najd_j214214ac2.png, XV_najd_j214214ac3.png
| damage      = 390 (80*3+150)
| damage      = 390 (80*3+150)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 7
| active      =  
| active      = 8
| recovery    =  
| recovery    = 30 on ground
| hitadv      = HKD (+53)
| hitadv      = HKD (+53)
| blockadv    = -58
| blockadv    = -58
| invul      =  
| invul      = Full Body: 1 to 14 (14 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,444: Line 1,463:
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_najd_2141236cd_ima.png
| images      = XV_najd_2141236cd_ima.png
| hitboxes    = XV_najd_2141236cd.png
| hitboxes    = XV_najd_2141236cd.png, XV_najd_2141236cd2.png
| damage      = 440 (0+30*3+150+200) Min: 270
| damage      = 440 (0+30*3+150+200) Min: 270
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 30
| recovery    =  
| recovery    = 67
| hitadv      = HKD (+12)
| hitadv      = HKD (+12)
| blockadv    = -78
| blockadv    = -78
| invul      =  
| invul      = Full Body: 1 to 18 (18 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Latest revision as of 14:39, 10 December 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Najd
najd_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
25Midcommand436+6+4-3060


cl.B

Najd
najd_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
30Lowcommand547+4+2-3060


cl.C

Najd
najd_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
70 (15*3+25)Midcommand52 (3) 2 (3) 2 (6) 220+1-3-70 (15*3+25)120 (20*3+60)


cl.D

Najd
najd_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
80Highsuper22220+1-3-80120


Far Standing Normals

5A

Najd
najd_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
25Midspecial648+3+1-3060


5B

Najd
najd_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
30Midsuper6413-2-4-3060


5C

Najd
najd_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
70Midspecial8419-2-4-70120


5D

Najd
najd_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
80Midsuper, 214D (Lv 1+)10717-3-5-70120


Crouch Normals

2A

Najd
najd_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
25Midcommand448+3+1-3060


2B

Najd
najd_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
15Lowself, super549+20-1530


2C

Najd
najd_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
70Midcommand7626-11-13-70120


2D

Najd
najd_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
80Lowspecial10419SKD (+26)-4-70120


jump normals

hop A

Najd
najd_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
40Highspecial451 on ground---3050


jump A

Najd
najd_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
45Highspecial451 on ground---3060


hop B

Najd
najd_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-661 on ground---3050


jump B

Najd
najd_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-661 on ground---3060



hop C

Najd
najd_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
70Mid-1241 on ground----100


jump C

Najd
najd_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
70Mid-1241 on ground---70120


hop D

Najd
najd_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-961 on ground---70100


jump D

Najd
najd_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-961 on ground---70120


rush moves

rush 1

Najd
najd_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

Najd
najd_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

Wings of Eternity

Najd
najd_6a
6A
6A
Wings of Eternity
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 [45]Midspecial17 [15]4170-2-40110 [80]


Storm of Valor

Najd
najd_jac
jAC
jAC
Storm of Valor

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)?special92 (4) 31 on ground---80 (40+40)?


Blowback

Blowback

Najd
najd_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
75Midspecial14423Wall Splat (+73~+89) / SKD (Air hit)-4-100160


ShatterStrike

Najd
najd_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

Najd
najd_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

Najd
najd_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--80120


jump CD

Najd
najd_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--80140


Throws

forward throw

Najd
najd_cthrow
(close) 4/6+C
(close) 4/6+C
Piercing Malice
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 (+49)Unblockable-00


back throw

Najd
najd_dthrow
(close) 4/6+D
(close) 4/6+D
Blinding Mercy
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 (+27)Unblockable-00


Specials

Blade of Purity 1

236A

Najd
najd_236a
236A
236A
Blade of Purity 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
30Midsuper8324-6-10-2030


236AC

Najd
najd_236ac
236AC
236AC
Blade of Purity 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-15324-6-10-030


Blade of Purity 2

236A6P

Najd
najd_236a6p
236A6P
236A6P
Blade of Purity 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
40Midsuper9425-8-12-2030


236AC6P

Najd
najd_236aC6P
236AC6P
236AC6P
Blade of Purity 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
40Mid-9425-8-12-030


Blade of Purity 3

236A6P6P

Najd
najd_236a6p6p
236A6P6P
236A6P6P
Blade of Purity 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
54 (13*3+15)Midsuper, 214D81430SKD (+23)-14-30 (5*3+15)<30


214D Level 1

Najd
najd_236a6p6p214d1
214D
214D
Retribution of the Unknown
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
120Midsuper18615Juggle (+84)-2-100120


214D Level 2

Najd
najd_236a6p6p214d2
214D
214D
Retribution of the Unknown
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
140Midsuper18615Juggle (+83)-2-120140


214D Level 3

Najd
najd_236a6p6p214d3
214D
214D
Retribution of the Unknown

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
180Midsuper18615Juggle (+101)-2-160180


236AC6P6P

Najd
najd_236aC6P6P
236AC6P6P
236AC6P6P
Blade of Purity 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
30 (5+4*4+9)Mid-123 (11) 1 (1) 1 (1) 1 (1) 1 (1) 135Juggle (+58)-25-0<70


236C

Najd
najd_236c
236C
236C
Blade of Purity
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
120 (20*3+60)Midsuper, 214D191418SKD (+36)-2-105 (15*3+60)120 (20*3+60)


214D Level 1

Najd
najd_236c214d1
214D
214D
Retribution of the Unknown
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
120Midsuper18615Juggle (+85)-2-100120


214D Level 2

Najd
najd_236c214d2
214D
214D
Retribution of the Unknown
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
140Midsuper18615Juggle (+83)-2-120140


214D Level 3

Najd
najd_236c214d3
214D
214D
Retribution of the Unknown

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
180Midsuper18615Juggle (+102)-2-160180


Unleashed Soul

j214A

Najd
najd_j214a
j214A
j214A
Unleashed Soul
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
100Midsuper151610 on ground---100100


j214C

Najd
najd_j214c
j214C
j214C
Unleashed Soul
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
60Midsuper15Active until landing17 on ground---6060


j214AC

Najd
najd_j214ac
j214AC
j214AC
Unleashed Soul
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
120Mid-15Active until landing15 on ground---0120


Alluring Ruins

63214A

Najd
najd_63214a
63214A
63214A
Alluring Ruins
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
130 (10+20+30+20+50)N/A-6145KND (+38)Unblockable-0N/A


63214C

Najd
najd_63214c
63214C
63214C
Alluring Ruins
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
130 (10+20+30+20+50)N/A-6145KND (+38)Unblockable-0N/A


63214AC

Najd
najd_63214ac
63214AC
63214AC
Alluring Ruins
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
130 (20+20+30+10*6)N/A-6145Juggle (+74)Unblockable-0N/A


Anticipated Power

236B

Najd
najd_236b
236B
236B
Anticipated Power
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 (0+15*4+20)N/A-13244HKD (+69)-27-00


236D

Najd
najd_236d
236D
236D
Anticipated Power
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 (0+15*4+20)N/A-13244HKD (+69)-27-00


236BD

Najd
najd_236bd
236BD
236BD
Anticipated Power
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
120 (0+20*4+40)N/A-13244HKD (+69)-27-00


Retribution of the Unknown

214B

Najd
najd_214b
214B
214B
Retribution of the Unknown

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
80Midsuper18618SKD (+30 [+32])[-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block.-6080


214D

Najd
najd_214d
214D
214D
Retribution of the Unknown

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
80Midsuper18618SKD (+30 [+32])[-5 (Close Range) to 0 (Max Range)] - Stand block and tall crouching characters / [-3 (Close Range)] - Average and small crouching characters block.-6080


214D Level 1

Najd
najd_214d1
214D
214D
Retribution of the Unknown
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
120Midsuper18615Juggle (+80)-2 (Close Range) to 2 (Max Range)-100120


214D Level 2

Najd
najd_214d2
214D
214D
Retribution of the Unknown
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
140Midsuper18615Juggle (+80)-2 (Close Range) to 3 (Max Range)-120140


214D Level 3

Najd
najd_214d3
214D
214D
Retribution of the Unknown

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
180Midsuper18615Juggle (+99)-2 (Close Range) to 3 (Max Range)-160180


214BD

Najd
najd_214bd
214BD
214BD
Retribution of the Unknown

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
140N/A-18615SKD (+37 [+39])[-2 (Close Range) to 3 (Max Range)] - Stand block and tall crouching characters / [0 (Close Range)] - Average and small crouching characters block.-0120


Supers

Virtue of Deceit

236236A

Najd
najd_236236a
236236A
236236A
Virtue of Deceit


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (25*6+50) Min: 97Midadvanced, climax83 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 350HKD (+47)-28Full Body: 1 to 2 (2 Frames), Projectile Invincibility: 3 to 14 (12 Frames)00


236236C

Najd
najd_236236c
236236C
236236C
Virtue of Deceit


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (25*6+50) Min: 97Midadvanced, climax83 (1) 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 350HKD (+47)-28Full Body: 1 to 2 (2 Frames), Projectile Invincibility: 3 to 14 (12 Frames)00


236236AC

Najd
najd_236236ac
236236AC
236236AC
Virtue of Deceit



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (20*15+50) Min: 175Midclimax82 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 2 (1) 250HKD (+48)-27Full Body: 1 to 13 (13 Frames)00


Circling Rotation

214214A

Najd
najd_214214a
214214A
214214A
Circling Rotation

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
130Midadvanced, climax15643Juggle (+67)-30Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames)00


214214C

Najd
najd_214214c
214214C
214214C
Circling Rotation

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
130Midadvanced, climax15643Juggle (+67)-30Full Body: 1 to 9 (9 Frames) / Full body against physical air strike: 10 to 16 (7 Frames)00


214214AC

Najd
najd_214214ac
214214AC
214214AC
Circling Rotation


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
230 (50*3+80)Midclimax10848Juggle (+72)-31Full Body: 1 to 15 (15 Frames)00


Circling Rotation (Air)

214214A (Air)

Najd
najd_j214214a
j214214A
j214214A
Circling Rotation


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
250Mid-7830 on groundHKD (+49)-58Full Body: 1 to 3 (3 Frames)00


214214C

Najd
najd_j214214c
j214214C
j214214C
Circling Rotation


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
250Mid-7830 on groundHKD (+49)-58Full Body: 1 to 3 (3 Frames)00


214214AC

Najd
najd_j214214ac
j214214AC
j214214AC
Circling Rotation


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
390 (80*3+150)Mid-7830 on groundHKD (+53)-58Full Body: 1 to 14 (14 Frames)00


Climax

Roaring Justice

2141236CD

Najd
najd_2141236cd
2141236CD
2141236CD
Roaring Justice

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
440 (0+30*3+150+200) Min: 270Mid-113067HKD (+12)-78Full Body: 1 to 18 (18 Frames)00