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The King of Fighters XV/King/Data: Difference between revisions
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DarthPhallus (talk | contribs) |
Awesomeguy42 (talk | contribs) m →623D: needs framedata updating |
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(43 intermediate revisions by 10 users not shown) | |||
Line 7: | Line 7: | ||
| images = XV_king_cla_ima.png | | images = XV_king_cla_ima.png | ||
| hitboxes = XV_king_cla.png | | hitboxes = XV_king_cla.png | ||
| damage = | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 5 | ||
| hitadv = +6 | | hitadv = +6 | ||
| blockadv = +4 | | blockadv = +4 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 26: | Line 26: | ||
| images = XV_king_clb_ima.png | | images = XV_king_clb_ima.png | ||
| hitboxes = XV_king_clb.png | | hitboxes = XV_king_clb.png | ||
| damage = | | damage = 30 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = 0 | | blockadv = 0 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 44: | Line 44: | ||
| input = cl.C | | input = cl.C | ||
| images = XV_king_clc_ima.png | | images = XV_king_clc_ima.png | ||
| hitboxes = XV_king_clc.png | | hitboxes = XV_king_clc.png, XV_king_clc2.png | ||
| damage = | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 5 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 14 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 63: | Line 63: | ||
| input = cl.D | | input = cl.D | ||
| images = XV_king_cld_ima.png | | images = XV_king_cld_ima.png | ||
| hitboxes = XV_king_cld.png | | hitboxes = XV_king_cld.png, XV_king_cld2.png | ||
| damage = | | damage = 80 (40+40) | ||
| guard = Mid | | guard = Mid, Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 (5) 6 | ||
| recovery = | | recovery = 18 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 (35+35) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
Line 87: | Line 86: | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 7 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 103: | Line 102: | ||
| input = f.B | | input = f.B | ||
| images = XV_king_fb_ima.png | | images = XV_king_fb_ima.png | ||
| hitboxes = XV_king_fb.png | | hitboxes = XV_king_fb.png, XV_king_fb2.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = 0 | | blockadv = 0 | ||
| invul = | | invul = Frontal Foot Armor Frames: 3 to 5 (3 frames) | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 125: | Line 124: | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 17 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 144: | Line 143: | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 19 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 162: | Line 161: | ||
| images = XV_king_2a_ima.png | | images = XV_king_2a_ima.png | ||
| hitboxes = XV_king_2a.png | | hitboxes = XV_king_2a.png | ||
| damage = | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 181: | Line 180: | ||
| images = XV_king_2b_ima.png | | images = XV_king_2b_ima.png | ||
| hitboxes = XV_king_2b.png | | hitboxes = XV_king_2b.png | ||
| damage = | | damage = 15 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = special | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = 0 | | blockadv = 0 | ||
| invul = | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
Line 199: | Line 198: | ||
| input = 2C | | input = 2C | ||
| images = XV_king_2c_ima.png | | images = XV_king_2c_ima.png | ||
| hitboxes = XV_king_2c.png | | hitboxes = XV_king_2c.png, XV_king_2c2.png | ||
| damage = | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 16 | ||
| hitadv = -5 | | hitadv = -5 | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 219: | Line 218: | ||
| images = XV_king_2d_ima.png | | images = XV_king_2d_ima.png | ||
| hitboxes = XV_king_2d.png | | hitboxes = XV_king_2d.png | ||
| damage = | | damage = 80 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 7 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 18 | ||
| hitadv = KND (+25) | | hitadv = KND (+25) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 240: | Line 239: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.A | | input = h.A | ||
| images = | | images = XV_king_ja_ima.png | ||
| hitboxes = XV_king_ha.png | | hitboxes = XV_king_ha.png | ||
| damage = | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
Line 264: | Line 263: | ||
| images = XV_king_ja_ima.png | | images = XV_king_ja_ima.png | ||
| hitboxes = XV_king_ja.png | | hitboxes = XV_king_ja.png | ||
| damage = | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 284: | Line 283: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.B | | input = h.B | ||
| images = | | images = XV_king_jb_ima.png | ||
| hitboxes = XV_king_hb.png | | hitboxes = XV_king_hb.png | ||
| damage = | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
Line 308: | Line 307: | ||
| images = XV_king_jb_ima.png | | images = XV_king_jb_ima.png | ||
| hitboxes = XV_king_jb.png | | hitboxes = XV_king_jb.png | ||
| damage = | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 328: | Line 327: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.C | | input = h.C | ||
| images = | | images = XV_king_jc_ima.png | ||
| hitboxes = XV_king_hc.png | | hitboxes = XV_king_hc.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 352: | Line 351: | ||
| images = XV_king_jc_ima.png | | images = XV_king_jc_ima.png | ||
| hitboxes = XV_king_jc.png | | hitboxes = XV_king_jc.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 372: | Line 371: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.D | | input = h.D | ||
| images = | | images = XV_king_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_king_jd.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 396: | Line 395: | ||
| images = XV_king_jd_ima.png | | images = XV_king_jd_ima.png | ||
| hitboxes = XV_king_jd.png | | hitboxes = XV_king_jd.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 419: | Line 418: | ||
| images = XV_king_rush1_ima.png | | images = XV_king_rush1_ima.png | ||
| hitboxes = XV_king_rush1.png | | hitboxes = XV_king_rush1.png | ||
| damage = | | damage = 48 (25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Rush | ||
| startup = | | startup = 6 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 428: | Line 427: | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 444: | Line 443: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 450: | Line 449: | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 180 (60+60+60) | ||
}} | }} | ||
Line 460: | Line 459: | ||
| input = 3D | | input = 3D | ||
| images = XV_king_3d_ima.png | | images = XV_king_3d_ima.png | ||
| hitboxes = XV_king_3d.png | | hitboxes = XV_king_3d.png, XV_king_3d2.png | ||
| damage = | | damage = 65 [40] | ||
| guard = Low | | guard = Low [Mid] | ||
| cancel = | | cancel = special | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 15 | ||
| hitadv = -4 | | hitadv = -4 (Close) to 5 (Max Range) | ||
| blockadv = -6 | | blockadv = -6 (Close) to 3 (Max Range) | ||
| invul = | | invul = | ||
| stun = | | stun = 60 [40] | ||
| guardDamage = | | guardDamage = 100 [60] | ||
}} | }} | ||
Line 479: | Line 478: | ||
| input = 6B | | input = 6B | ||
| images = XV_king_6b_ima.png | | images = XV_king_6b_ima.png | ||
| hitboxes = XV_king_6b.png | | hitboxes = XV_king_6b.png, XV_king_6b2.png | ||
| damage = | | damage = 65 [50] | ||
| guard = High [Mid] | | guard = High [Mid] | ||
| cancel = | | cancel = climax [special] | ||
| startup = 23 | | startup = 23 [20] | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 17 [18] | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 60 [40] | ||
| guardDamage = | | guardDamage = 100 [60] | ||
}} | }} | ||
Line 500: | Line 499: | ||
| images = XV_king_cd_ima.png | | images = XV_king_cd_ima.png | ||
| hitboxes = XV_king_cd.png | | hitboxes = XV_king_cd.png | ||
| damage = | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 19 | ||
| hitadv = Splat (+76~+92) | | hitadv = Splat (+76~+92) | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 100 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | }} | ||
====Shatterstrike==== | ====Shatterstrike==== | ||
{{MoveData-KOFXV | character = King | moveId = king_236cd | {{MoveData-KOFXV | character = King | moveId = king_236cd | ||
Line 517: | Line 517: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_king_236cd_ima.png | | images = XV_king_236cd_ima.png | ||
| hitboxes = XV_king_236cd.png | | hitboxes = XV_king_236cd.png, XV_king_236cd2.png | ||
| damage = | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Crumple (+93) | | hitadv = Crumple (+93) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 200 | ||
}} | |||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = King | moveId = king_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_king_214cd_ima.png | |||
| hitboxes = XV_king_214cd_hb.png, XV_king_214cd2_hb.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = 3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | }} | ||
====hop CD==== | ====hop CD==== | ||
{{MoveData-KOFXV | character = King | moveId = king_hcd | {{MoveData-KOFXV | character = King | moveId = king_hcd | ||
Line 537: | Line 557: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.CD | | input = h.CD | ||
| images = | | images = XV_king_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_king_jcd.png, XV_king_jcd2.png, XV_king_jcd3.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 560: | Line 580: | ||
| input = j.CD | | input = j.CD | ||
| images = XV_king_jcd_ima.png | | images = XV_king_jcd_ima.png | ||
| hitboxes = XV_king_jcd.png | | hitboxes = XV_king_jcd.png, XV_king_jcd2.png, XV_king_jcd3.png | ||
| damage = | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 140 | ||
}} | }} | ||
===Throws=== | ===Throws=== | ||
Line 582: | Line 601: | ||
| images = XV_king_cthrow_ima.png | | images = XV_king_cthrow_ima.png | ||
| hitboxes = XV_king_cthrow.png | | hitboxes = XV_king_cthrow.png | ||
| damage = | | damage = 100 (50+50) | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (54) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 601: | Line 620: | ||
| images = XV_king_dthrow_ima.png | | images = XV_king_dthrow_ima.png | ||
| hitboxes = XV_king_dthrow.png | | hitboxes = XV_king_dthrow.png | ||
| damage = | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (47) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 624: | Line 643: | ||
| input = 236B | | input = 236B | ||
| images = XV_king_236b_ima.png | | images = XV_king_236b_ima.png | ||
| hitboxes = XV_king_236b.png | | hitboxes = XV_king_236b.png, XV_king_236b2.png | ||
| damage = | | damage = 65 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 33 | ||
| hitadv = -7 | | hitadv = -7 (Close) to 26 (Max Range) | ||
| blockadv = -9 | | blockadv = -9 (Close) to 24 (Max Range) | ||
| invul = | | invul = Low Body: 7 to 23 (17 Frames) | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 645: | Line 664: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236D | | input = 236D | ||
| images = | | images = XV_king_236b_ima.png | ||
| hitboxes = | | hitboxes = XV_king_236b.png, XV_king_236b2.png | ||
| damage = | | damage = 65 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 37 | ||
| hitadv = -11 | | hitadv = -11 (Close) to 26 (Max Range) | ||
| blockadv = -13 | | blockadv = -13 (Close) to 24 (Max Range) | ||
| invul = | | invul = Low Body: 5 to 20 (16 Frames) | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 668: | Line 687: | ||
| input = 236BD | | input = 236BD | ||
| images = XV_king_236bd_ima.png | | images = XV_king_236bd_ima.png | ||
| hitboxes = XV_king_236bd.png | | hitboxes = XV_king_236bd.png, XV_king_236bd2.png | ||
| damage = | | damage = 117 (60+57) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 11 | | startup = 11, 15 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 27 | ||
| hitadv = Juggle | | hitadv = Juggle - SKD (39: Tech / 66: Non-tech (Close)) | ||
| blockadv = -3 | | blockadv = -3 (Close) to 24 (Max Range) | ||
| invul = | | invul = Low Body: 6 to 18 (13 Frames) / Low Body: 23 to 35 (13 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 100 (50+50) | ||
}} | }} | ||
Line 691: | Line 710: | ||
| input = j.236B | | input = j.236B | ||
| images = XV_king_j236b_ima.png | | images = XV_king_j236b_ima.png | ||
| hitboxes = XV_king_j236b.png | | hitboxes = XV_king_j236b.png, XV_king_j236b2.png | ||
| damage = | | damage = 60 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 13 on ground | ||
| hitadv = | | hitadv = -7 (Lowest Height and Close) to 26 ( Lowest Height and Max Range) | ||
| blockadv = | | blockadv = -9 (Lowest Height and Close) to 24 ( Lowest Height and Max Range) | ||
| invul = | | invul = | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 712: | Line 731: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.236D | | input = j.236D | ||
| images = | | images = XV_king_j236b_ima.png | ||
| hitboxes = XV_king_j236d.png | | hitboxes = XV_king_j236d.png, XV_king_j236d2.png | ||
| damage = | | damage = 60 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 13 on ground | ||
| hitadv = | | hitadv = -17 (Lowest Height and Close) to 17 ( Lowest Height and Max Range) | ||
| blockadv = | | blockadv = -19 (Lowest Height and Close) to 15 ( Lowest Height and Max Range) | ||
| invul = | | invul = | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 734: | Line 753: | ||
| orderId = 3 | | orderId = 3 | ||
| input = j.236BD | | input = j.236BD | ||
| images = | | images = XV_king_j236b_ima.png | ||
| hitboxes = XV_king_j236bd.png | | hitboxes = XV_king_j236bd.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 16 on ground | ||
| hitadv = Juggle | | hitadv = Juggle SKD | ||
| blockadv = + | | blockadv = +3 (Lowest Height and Close) to 24( Lowest Height and Max Range) | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 758: | Line 777: | ||
| input = 214B | | input = 214B | ||
| images = XV_king_214b_ima.png | | images = XV_king_214b_ima.png | ||
| hitboxes = XV_king_214b.png | | hitboxes = XV_king_214b.png, XV_king_214b.png | ||
| damage = | | damage = 60 (30+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 6 (3) 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = SKD (30: Tech / 57: Non-tech) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 120 (60+60) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 779: | Line 798: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 214D | | input = 214D | ||
| images = | | images = XV_king_214b_ima.png | ||
| hitboxes = XV_king_214d.png | | hitboxes = XV_king_214d.png, XV_king_214d2.png | ||
| damage = | | damage = 100 (50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 6 (5) 3 | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | hitadv = SKD (31: Tech / 58: Non-tech) | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = | ||
| stun = | | stun = 160 (80+80) | ||
| guardDamage = | | guardDamage = 160 (80+80) | ||
}} | }} | ||
Line 802: | Line 821: | ||
| input = 214BD | | input = 214BD | ||
| images = XV_king_214bd_ima.png | | images = XV_king_214bd_ima.png | ||
| hitboxes = XV_king_214bd.png | | hitboxes = XV_king_214bd.png, XV_king_214bd2.png, XV_king_214bd3.png | ||
| damage = | | damage = 98 (30+30+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 3 (2) 3 (16) 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = Juggle | | hitadv = Juggle - Ground Bounce - HKD (25) | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 180 (60*3) | ||
}} | }} | ||
Line 826: | Line 845: | ||
| images = XV_king_623b_ima.png | | images = XV_king_623b_ima.png | ||
| hitboxes = XV_king_623b.png | | hitboxes = XV_king_623b.png | ||
| damage = | | damage = 118 (0+20*3+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 40 | ||
| hitadv = | | hitadv = SKD (16: Tech / 43: Non-tech) | ||
| blockadv = -18 | | blockadv = -18 | ||
| invul = | | invul = Low Feet: 6 to 11 (6 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 846: | Line 865: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 623D | | input = 623D | ||
| images = | | images = XV_king_623b_ima.png | ||
| hitboxes = XV_king_623d.png | | hitboxes = XV_king_623d.png | ||
| damage = | | damage = 118 (0+20*3+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 40 | ||
| hitadv = | | hitadv = SKD (16: Tech / 43: Non-tech) | ||
| blockadv = -18 | | blockadv = -18 | ||
| invul = | | invul = Low Feet: 6 to 11 (6 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 868: | Line 887: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 623BD | | input = 623BD | ||
| images = | | images = XV_king_623b_ima.png | ||
| hitboxes = XV_king_623bd.png | | hitboxes = XV_king_623bd.png, XV_king_623bd2.png | ||
| damage = | | damage = 151 (0+20*6+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 51 | ||
| hitadv = | | hitadv = SKD (22: Tech / 62: Non-tech) | ||
| blockadv = - | | blockadv = -30 | ||
| invul = | | invul = Full body against non-projectile air moves: 1 to 9 (9 frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 887: | Line 906: | ||
====236236A/C==== | ====236236A/C==== | ||
{{MoveData-KOFXV | character = King | moveId = king_236236p | {{MoveData-KOFXV | character = King | moveId = king_236236p | ||
| name = | | name = superrprise Rose | ||
| header = yes | | header = yes | ||
| version = A or C | | version = A or C | ||
Line 893: | Line 912: | ||
| input = 236236A/C | | input = 236236A/C | ||
| images = XV_king_236236p_ima.png | | images = XV_king_236236p_ima.png | ||
| hitboxes = XV_king_236236p.png | | hitboxes = XV_king_236236p.png, XV_king_236236p2.png, XV_king_236236p3.png | ||
| damage = | | damage = 186 (30+10*11+60) Min: 100 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 (26) 9 | ||
| recovery = | | recovery = 30 (29 on ground) | ||
| hitadv = | | hitadv = HKD (24) | ||
| blockadv = - | | blockadv = -49 (First Hit) / -16 (Last Hit) | ||
| invul = | | invul = Full Body: 1 to 4 (4 Frames) / Full body against Physical Air Strike: 5 to 7 (3 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
====236236AC==== | ====236236AC==== | ||
{{MoveData-KOFXV | character = King | moveId = king_236236ac | {{MoveData-KOFXV | character = King | moveId = king_236236ac | ||
| name = | | name = superrprise Rose | ||
| header = no | | header = no | ||
| version = AC | | version = AC | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236236AC | | input = 236236AC | ||
| images = | | images = XV_king_236236p_ima.png | ||
| hitboxes = XV_king_236236ac.png | | hitboxes = XV_king_236236ac.png, XV_king_236236ac2.png, XV_king_236236ac3.png | ||
| damage = | | damage = 339 ([10+10+0]+[(19*3)+25+(19*3)+25+(19*3)+25+19+25+50]) Min: 173 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 (28) 9 | ||
| recovery = | | recovery = 29 | ||
| hitadv = | | hitadv = HKD (50) | ||
| blockadv = -17 | | blockadv = -51 (First Hit) / -17 (Last Hit) | ||
| invul = | | invul = Full Body: 1 to 8 (8 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 938: | Line 957: | ||
| input = 214214B/D | | input = 214214B/D | ||
| images = XV_king_214214k_ima.png | | images = XV_king_214214k_ima.png | ||
| hitboxes = XV_king_214214k.png | | hitboxes = XV_king_214214k.png, XV_king_214214k2.png | ||
| damage = | | damage = 190 (60+50+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = advanced, climax | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 42 | ||
| hitadv = | | hitadv = HKD (40) | ||
| blockadv = -27 | | blockadv = -27 | ||
| invul = | | invul = Full Body: 1 to 9 (9 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 959: | Line 978: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 214214BD | | input = 214214BD | ||
| images = | | images = XV_king_214214k_ima.png | ||
| hitboxes = XV_king_214214bd.png | | hitboxes = XV_king_214214bd.png | ||
| damage = | | damage = 350 (100+(35*2)+35+(40+40+100)) Min: 191 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = HKD (59) | ||
| blockadv = -19 | | blockadv = -19 | ||
| invul = | | invul = Full Body: 1 to 8 (8 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
===Climax super=== | ===Climax super=== | ||
====2141236CD==== | ====2141236CD==== | ||
{{MoveData-KOFXV | character = King | moveId = king_2141236cd | {{MoveData-KOFXV | character = King | moveId = king_2141236cd | ||
| name = Illusion | | name = Illusion Dance | ||
| header = yes | | header = yes | ||
| version = ground | | version = ground | ||
Line 986: | Line 1,003: | ||
| images = XV_king_2141236cd_ima.png | | images = XV_king_2141236cd_ima.png | ||
| hitboxes = XV_king_2141236cd.png | | hitboxes = XV_king_2141236cd.png | ||
| damage = | | damage = 471 (0+20+30+20+20+30+20+20+20+40*4+170) Min: 290 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 13 | ||
| recovery = | | recovery = 37 | ||
| hitadv = | | hitadv = HKD (62) | ||
| blockadv = -37 | | blockadv = -37 | ||
| invul = | | invul = Full Body: 1 to 13 (13 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
====j.2141236CD==== | ====j.2141236CD==== | ||
{{MoveData-KOFXV | character = King | moveId = king_j2141236cd | {{MoveData-KOFXV | character = King | moveId = king_j2141236cd | ||
| name = Illusion | | name = Illusion Dance | ||
| header = no | | header = no | ||
| version = air | | version = air | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.2141236CD | | input = j.2141236CD | ||
| images = | | images = XV_king_2141236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_king_2141236cd.png | ||
| damage = | | damage = 471 (0+20+30+20+20+30+20+20+20+40*4+170) Min: 290 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 13 | ||
| recovery = | | recovery = 37 | ||
| hitadv = | | hitadv = HKD (62) | ||
| blockadv = -37 | | blockadv = -37 | ||
| invul = | | invul = Full Body: 1 to 13 (13 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] | [[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] |
Latest revision as of 08:15, 23 December 2024
Close Standing Normals
close A
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 5 | 4 | 5 | +6 | +4 | - | 30 | 60 |
close B
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | command | 4 | 4 | 9 | +2 | 0 | - | 30 | 60 |
close C
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 6 | 14 | +1 | -1 | - | 70 | 120 |
close D
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
80 (40+40) | Mid, Mid | command | 5 | 3 (5) 6 | 18 | -3 | -5 | - | 70 (35+35) | 120 (60+60) |
Far Standing Normals
far A
King king_fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.A
f.A far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | special | 5 | 4 | 7 | +4 | +2 | - | 30 | 60 |
far B
King king_fb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.B
f.B far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | special | 6 | 4 | 9 | +2 | 0 | Frontal Foot Armor Frames: 3 to 5 (3 frames) | 30 | 60 |
far C
King king_fc | ||||||||||
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f.C
f.C far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 5 | 8 | 17 | -4 | -6 | - | 70 | 120 |
far D
King king_fd | ||||||||||
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f.D
f.D far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 8 | 5 | 19 | -3 | -5 | - | 70 | 120 |
Crouch Normals
crouch A
King king_2a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 5 | 3 | 8 | +4 | +2 | - | 30 | 60 |
crouch B
King king_2b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | special | 5 | 4 | 9 | +2 | 0 | - | 15 | 30 |
crouch C
King king_2c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 10 | 16 | -5 | -7 | - | 70 | 120 |
crouch D
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 7 | 6 | 18 | KND (+25) | -5 | - | 70 | 120 |
jump normals
hop A
King king_ha | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump A
King king_ja | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop B
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump B
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop C
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 7 | 1 on ground | - | - | - | 70 | 100 |
jump C
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 8 | 1 on ground | - | - | - | 70 | 120 |
hop D
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 8 | 1 on ground | - | - | - | 70 | 100 |
jump D
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 11 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
King king_rush1 | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | 6 | - | - | -4 | -6 | - | 30 | 120 (60+60) |
rush 2
King king_rush2 | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
- | Mid | - | 6 | - | - | -5 | -7 | - | 30 | 180 (60+60+60) |
Command normals
Sliding
King king_3d | ||||||||||
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3D
3D Sliding | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
65 [40] | Low [Mid] | special | 12 | 10 | 15 | -4 (Close) to 5 (Max Range) | -6 (Close) to 3 (Max Range) | - | 60 [40] | 100 [60] |
Trap Kick
King king_6b | ||||||||||
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6B
6B Trap Kick | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
65 [50] | High [Mid] | climax [special] | 23 [20] | 3 | 17 [18] | +1 | -1 | - | 60 [40] | 100 [60] |
Blowback
Blowback
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 12 | 5 | 19 | Splat (+76~+92) | -1 | - | 100 | 160 |
Shatterstrike
King king_236cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple (+93) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
King king_hcd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 13 | 4 | 1 on ground | SKD | - | - | 80 | 120 |
jump CD
King king_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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 13 | 4 | 1 on ground | SKD | - | - | 80 | 140 |
Throws
Hold Rush
King king_cthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6C
(close) 4/6C Hold Rush | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
100 (50+50) | N/A | - | 1 | 1 | 0 | HKD (54) | Unblockable | - | 0 | 0 |
Hook Buster
King king_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Hook Buster | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (47) | Unblockable | - | 0 | 0 |
Specials
Venom Strike
236B
King king_236b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236B
236B Venom Strike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | super | 12 | Full Screen Projectile | 33 | -7 (Close) to 26 (Max Range) | -9 (Close) to 24 (Max Range) | Low Body: 7 to 23 (17 Frames) | 60 | 60 |
236D
King king_236d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236D
236D Venom Strike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | super | 9 | Full Screen Projectile | 37 | -11 (Close) to 26 (Max Range) | -13 (Close) to 24 (Max Range) | Low Body: 5 to 20 (16 Frames) | 60 | 60 |
236BD
King king_236bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236BD
236BD Venom Strike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
117 (60+57) | Mid | - | 11, 15 | Full Screen Projectile | 27 | Juggle - SKD (39: Tech / 66: Non-tech (Close)) | -3 (Close) to 24 (Max Range) | Low Body: 6 to 18 (13 Frames) / Low Body: 23 to 35 (13 Frames) | 0 | 100 (50+50) |
Air Venom Strike
j.236B
King king_j236b | ||||||||||
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j.236B
j.236B Air Venom Strike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | - | 8 | Full Screen Projectile | 13 on ground | -7 (Lowest Height and Close) to 26 ( Lowest Height and Max Range) | -9 (Lowest Height and Close) to 24 ( Lowest Height and Max Range) | - | 60 | 60 |
j.236D
King king_j236d | ||||||||||
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j.236D
j.236D Air Venom Strike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | - | 8 | Full Screen Projectile | 13 on ground | -17 (Lowest Height and Close) to 17 ( Lowest Height and Max Range) | -19 (Lowest Height and Close) to 15 ( Lowest Height and Max Range) | - | 60 | 60 |
j.236BD
King king_j236bd | ||||||||||
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j.236BD
j.236BD Air Venom Strike | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 8 | Full Screen Projectile | 16 on ground | Juggle SKD | +3 (Lowest Height and Close) to 24( Lowest Height and Max Range) | - | 0 | 100 |
Tornado Kick
214B
King king_214b | ||||||||||
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214B
214B Tornado Kick | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
60 (30+30) | Mid | super | 13 | 6 (3) 3 | 21 | SKD (30: Tech / 57: Non-tech) | -5 | - | 120 (60+60) | 120 (60+60) |
214D
King king_214d | ||||||||||
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214D
214D Tornado Kick | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
100 (50+50) | Mid | super | 10 | 6 (5) 3 | 24 | SKD (31: Tech / 58: Non-tech) | -8 | - | 160 (80+80) | 160 (80+80) |
214BD
King king_214bd | ||||||||||
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214BD
214BD Tornado Kick | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
98 (30+30+40) | Mid | - | 15 | 3 (2) 3 (16) 3 | 21 | Juggle - Ground Bounce - HKD (25) | -8 | - | 0 | 180 (60*3) |
Trap Shot
623B
King king_623b | ||||||||||
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623B
623B Trap Shot | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
118 (0+20*3+80) | Mid | super | 6 | 3 | 40 | SKD (16: Tech / 43: Non-tech) | -18 | Low Feet: 6 to 11 (6 Frames) | 0 | 0 |
623D
King king_623d | ||||||||||
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623D
623D Trap Shot | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
118 (0+20*3+80) | Mid | super | 6 | 3 | 40 | SKD (16: Tech / 43: Non-tech) | -18 | Low Feet: 6 to 11 (6 Frames) | 0 | 0 |
623BD
King king_623bd | ||||||||||
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623BD
623BD Trap Shot | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
151 (0+20*6+80) | Mid | - | 6 | 4 | 51 | SKD (22: Tech / 62: Non-tech) | -30 | Full body against non-projectile air moves: 1 to 9 (9 frames) | 0 | 0 |
Supers
Surprise Rose
236236A/C
King king_236236p | ||||||||||
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236236A/C
236236A/C superrprise Rose | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
186 (30+10*11+60) Min: 100 | Mid | climax | 5 | 3 (26) 9 | 30 (29 on ground) | HKD (24) | -49 (First Hit) / -16 (Last Hit) | Full Body: 1 to 4 (4 Frames) / Full body against Physical Air Strike: 5 to 7 (3 Frames) | 0 | 0 |
236236AC
King king_236236ac | ||||||||||
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236236AC
236236AC superrprise Rose | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
339 ([10+10+0]+[(19*3)+25+(19*3)+25+(19*3)+25+19+25+50]) Min: 173 | Mid | climax | 5 | 3 (28) 9 | 29 | HKD (50) | -51 (First Hit) / -17 (Last Hit) | Full Body: 1 to 8 (8 Frames) | 0 | 0 |
Silent Flash
214214B/D
King king_214214k | ||||||||||
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214214B/D
214214B/D Silent Flash | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
190 (60+50+80) | Mid | advanced, climax | 8 | 4 | 42 | HKD (40) | -27 | Full Body: 1 to 9 (9 Frames) | 0 | 0 |
214214BD
King king_214214bd | ||||||||||
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214214BD
214214BD Silent Flash | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
350 (100+(35*2)+35+(40+40+100)) Min: 191 | Mid | climax | 5 | 4 | 27 | HKD (59) | -19 | Full Body: 1 to 8 (8 Frames) | 0 | 0 |
Climax super
2141236CD
King king_2141236cd | ||||||||||
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2141236CD
2141236CD Illusion Dance | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
471 (0+20+30+20+20+30+20+20+20+40*4+170) Min: 290 | Mid | - | 6 | 13 | 37 | HKD (62) | -37 | Full Body: 1 to 13 (13 Frames) | 0 | 0 |
j.2141236CD
King king_j2141236cd | ||||||||||
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j.2141236CD
j.2141236CD Illusion Dance | ||||||||||
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 done | Guard DamageDamage done to the guard bar when blocked |
471 (0+20+30+20+20+30+20+20+20+40*4+170) Min: 290 | Mid | - | 6 | 13 | 37 | HKD (62) | -37 | Full Body: 1 to 13 (13 Frames) | 0 | 0 |