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The King of Fighters XIII/Goro Daimon/Data: Difference between revisions
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| input2 = A | | input2 = A | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII_Daimon_st.A.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 33: | Line 33: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
====st.B==== | ====st.B==== | ||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_stb | {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_stb | ||
Line 39: | Line 40: | ||
| input2 = B | | input2 = B | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon st.B.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Low | | guard = Low | ||
Line 57: | Line 58: | ||
| input2 = C | | input2 = C | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon st.C.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 75: | Line 76: | ||
| input2 = D | | input2 = D | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon st.D.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
Line 95: | Line 96: | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon cl.A.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 113: | Line 114: | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon cl.C.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 133: | Line 134: | ||
| input2 = 2A | | input2 = 2A | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon cr.A.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 151: | Line 152: | ||
| input2 = 2B | | input2 = 2B | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon cr.B.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Low | | guard = Low | ||
Line 169: | Line 170: | ||
| input2 = 2C | | input2 = 2C | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon cr.C.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 187: | Line 188: | ||
| input2 = 2D | | input2 = 2D | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon cr.D.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
Line 207: | Line 208: | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon j.A.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 225: | Line 226: | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon j.B.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 243: | Line 244: | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon j.C.png | ||
| damage = 72 | | damage = 72 | ||
| guard = High | | guard = High | ||
Line 261: | Line 262: | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon j.D.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 281: | Line 282: | ||
| input2 = CD | | input2 = CD | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon st.CD.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
Line 299: | Line 300: | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon j.CD.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 339: | Line 340: | ||
| input2 = 3C | | input2 = 3C | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = XIII Daimon df.C.png | ||
| damage = 60 | | damage = 60 | ||
| guard = Mid | | guard = Mid | ||
Line 353: | Line 354: | ||
==Special Moves== | ==Special Moves== | ||
== | ====hcb,f+P==== | ||
==Super | {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_hcbf+p | ||
== | | name = Tenchi-Gaeshi | ||
| version = hcb,f+P | |||
| version2 = 632146P | |||
| orderId = 1 | |||
| input = hcb,f+P | |||
| input2 = 632146P | |||
| images = | |||
| hitboxes = XIII_Daimon_hcb,f.P.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 37 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_hcbf+ac | |||
| name = Tenchi-Gaeshi | |||
| version = hcb,f+AC | |||
| version2 = 632146AC | |||
| orderId = 2 | |||
| input = hcb,f+AC | |||
| input2 = 632146AC | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 41 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
====hcf+P==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_hcf+a | |||
| name = Kumo-Tsukami Nage | |||
| version = hcf+A | |||
| version2 = 41236A | |||
| orderId = 1 | |||
| input = hcf+A | |||
| input2 = 41236A | |||
| images = | |||
| hitboxes = XIII Daimon hcf.A.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 6 | |||
| active = 2 | |||
| recovery = 31 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_hcf+ac | |||
| name = Kumo-Tsukami Nage | |||
| version = hcf+AC | |||
| version2 = 41236AC | |||
| orderId = 2 | |||
| input = hcf+AC | |||
| input2 = 41236AC | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 6 | |||
| active = 2 | |||
| recovery = 39 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_hcf+c | |||
| name = Kirikabu-Gaeshi | |||
| version = hcf+C | |||
| version2 = 41236C | |||
| orderId = 1 | |||
| input = hcf+C | |||
| input2 = 41236C | |||
| images = | |||
| hitboxes = XIII_Daimon_hcf.C.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 19 | |||
| active = 2 | |||
| recovery = 26 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
====dp+P==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_dp+a | |||
| name = Jiraishin | |||
| version = dp+A | |||
| version2 = 623A | |||
| orderId = 1 | |||
| input = dp+A | |||
| input2 = 623A | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 27 | |||
| active = 2 | |||
| recovery = 34 | |||
| hitadv = SKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_dp+c | |||
| name = Jiraishin | |||
| version = dp+C | |||
| version2 = 623C | |||
| orderId = 2 | |||
| input = dp+C | |||
| input2 = 623C | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_dp+ac | |||
| name = Jiraishin | |||
| version = dp+AC | |||
| version2 = 623AC | |||
| orderId = 3 | |||
| input = dp+AC | |||
| input2 = 623AC | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 15 | |||
| active = 6 | |||
| recovery = 33 | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
====qcb+K==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_qcb+b | |||
| name = Chou Ukemi | |||
| version = qcb+B | |||
| version2 = 214B | |||
| orderId = 1 | |||
| input = qcb+B | |||
| input2 = 214B | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_qcb+d | |||
| name = Chou Ukemi | |||
| version = qcb+D | |||
| version2 = 214D | |||
| orderId = 2 | |||
| input = qcb+D | |||
| input2 = 214D | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_qcb+bd | |||
| name = Chou Ukemi | |||
| version = qcb+BD | |||
| version2 = 214BD | |||
| orderId = 3 | |||
| input = qcb+BD | |||
| input2 = 214BD | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
====dp+K==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_dp+k | |||
| name = Chou Oosoto-Gari | |||
| version = dp+K | |||
| version2 = 623K | |||
| orderId = 1 | |||
| input = dp+K | |||
| input2 = 623K | |||
| images = | |||
| hitboxes = XIII_Daimon_dp.K.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 9 | |||
| active = 3 | |||
| recovery = 31 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_dp+bd | |||
| name = Chou Oosoto-Gari | |||
| version = dp+BD | |||
| version2 = 623BD | |||
| orderId = 2 | |||
| input = dp+BD | |||
| input2 = 623BD | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 9 | |||
| active = 3 | |||
| recovery = 20 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
==Super Special Moves== | |||
====hcbx2+p==== | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_hcbx2+p | |||
| name = Jigoku Gokuraku-Otoshi | |||
| version = hcbx2+P | |||
| version2 = 6321463214P | |||
| orderId = 1 | |||
| input = hcbx2+P | |||
| input2 = 6321463214P | |||
| images = | |||
| hitboxes = XIII Daimon hcbx2.P.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 1 | |||
| active = 2 | |||
| recovery = 49 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_hcbx2+ac | |||
| name = Jigoku Gokuraku-Otoshi | |||
| version = hcbx2+AC | |||
| version2 = 6321463214AC | |||
| orderId = 2 | |||
| input = hcbx2+AC | |||
| input2 = 6321463214AC | |||
| images = | |||
| hitboxes = XIII Daimon hcbx2.AC.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 1 | |||
| active = 2 | |||
| recovery = 49 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
==Neo Max Super Special Moves== | |||
{{MoveData-KOFXIII | character = Daimon Goro | moveId = daimon_qcfx2+ac | |||
| name = Kyoutendouchi | |||
| input = qcfx2+AC | |||
| input2 = 236236AC | |||
| images = | |||
| hitboxes = XIII Daimon qcfx2.AC.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 1 | |||
| active = 30 | |||
| recovery = 11 | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 150px | |||
}} | |||
{{CharNavbox XIII}} | {{CharNavbox XIII}} | ||
{{Navbox XIII}} | {{Navbox XIII}} | ||
[[Category:The King of Fighters XIII]][[Category:Goro Daimon]] | [[Category:The King of Fighters XIII]][[Category:Goro Daimon]] |
Latest revision as of 01:56, 16 March 2025
Idle
Stand
Crouch
Hop
Jump
Walk
Run
Backdash
Wake-up
Recovery Roll
Normals
Far Standing Normals
st.A
Goro Daimon daimon_sta | ||||||||
---|---|---|---|---|---|---|---|---|
st.A
A stand A | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
30 | Mid | - | 5 | 5 | 9 | +1 | -1 | - |
st.B
Goro Daimon daimon_stb | ||||||||
---|---|---|---|---|---|---|---|---|
st.B
B stand B | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
40 | Low | - | 4 | 4 | 11 | 0 | -2 | - |
st.C
Goro Daimon daimon_stc | ||||||||
---|---|---|---|---|---|---|---|---|
st.C
C stand C | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Mid | - | 9 | 4 | 25 | -8 | -10 | - |
st.D
Goro Daimon daimon_std | ||||||||
---|---|---|---|---|---|---|---|---|
st.D
D stand D | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
90 | Mid | - | 6 | 6 | 18 | -3 | -5 | - |
Close Standing Normals
cl.A
Goro Daimon daimon_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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
30 | Mid | - | 4 | 3 | 9 | +3 | +1 | - |
cl.C
Goro Daimon daimon_clc | ||||||||
---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Mid | - | 5 | 4 | 16 | +1 | -1 | - |
Crouch Normals
cr.A
Goro Daimon daimon_cra | ||||||||
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cr.A
2A crouch A | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
25 | Mid | - | 6 | 4 | 8 | +3 | +1 | - |
cr.B
Goro Daimon daimon_crb | ||||||||
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cr.B
2B crouch B | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
30 | Low | - | 4 | 6 | 7 | +2 | 0 | - |
cr.C
Goro Daimon daimon_crc | ||||||||
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cr.C
2C crouch C | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Mid | - | 8 | 8 | 17 | -4 | -6 | - |
cr.D
Goro Daimon daimon_crd | ||||||||
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cr.D
2D crouch D | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Low | - | 6 | 7 | 14 | SKD | -2 | - |
Jump Normals
j.A
Goro Daimon daimon_ja | ||||||||
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j.A
j.A jump A | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
45 | High | - | 5 | 7 | - | - | - | - |
j.B
Goro Daimon daimon_jb | ||||||||
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j.B
j.B jump B | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
45 | High | - | 5 | 9 | - | - | - | - |
j.C
Goro Daimon daimon_jc | ||||||||
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j.C
j.C jump C | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
72 | High | - | 9 | 7 | - | - | - | - |
j.D
Goro Daimon daimon_jd | ||||||||
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j.D
j.D jump D | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
70 | High | - | 7 | 8 | - | - | - | - |
Blowback Normals
st.CD
Goro Daimon daimon_stcd | ||||||||
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st.CD
CD stand CD | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
75 | Mid | - | 15 | 7 | 14 | SKD | +2 | - |
j.CD
Goro Daimon daimon_jcd | ||||||||
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j.CD
j.CD jump CD | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Mid | - | 14 | 7 | - | HKD | - | - |
Throws
C/D throw
Goro Daimon daimon_throw | ||||||||
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b/f+C/D when close to the opponent
4/6C/D when close to the opponent Okuriashi Harai | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
100 | - | - | - | - | - | - | - | - |
Command Normals
Zujo Barai
Goro Daimon daimon_df+c | ||||||||
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df+C
3C Zujo Barai | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
60 | Mid | - | 5 | 6 | 24 | -9 | -11 | - |
Special Moves
hcb,f+P
Goro Daimon daimon_hcbf+p | ||||||||
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hcb,f+P
632146P Tenchi-Gaeshi | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 1 | 1 | 37 | HKD | - | - |
Goro Daimon daimon_hcbf+ac | ||||||||
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hcb,f+AC
632146AC Tenchi-Gaeshi | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 1 | 1 | 41 | HKD | - | - |
hcf+P
Goro Daimon daimon_hcf+a | ||||||||
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hcf+A
41236A Kumo-Tsukami Nage | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 6 | 2 | 31 | HKD | - | - |
Goro Daimon daimon_hcf+ac | ||||||||
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hcf+AC
41236AC Kumo-Tsukami Nage | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 6 | 2 | 39 | HKD | - | - |
Goro Daimon daimon_hcf+c | ||||||||
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hcf+C
41236C Kirikabu-Gaeshi | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 19 | 2 | 26 | HKD | - | - |
dp+P
Goro Daimon daimon_dp+a | ||||||||
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dp+A
623A Jiraishin | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 27 | 2 | 34 | SKD | - | - |
Goro Daimon daimon_dp+c | ||||||||
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dp+C
623C Jiraishin | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | - | - | - | - | - | - |
Goro Daimon daimon_dp+ac | ||||||||
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dp+AC
623AC Jiraishin | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 15 | 6 | 33 | - | - | - |
qcb+K
Goro Daimon daimon_qcb+b | ||||||||
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qcb+B
214B Chou Ukemi | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | - | - | - | - | - | - |
Goro Daimon daimon_qcb+d | ||||||||
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qcb+D
214D Chou Ukemi | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | - | - | - | - | - | - |
Goro Daimon daimon_qcb+bd | ||||||||
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qcb+BD
214BD Chou Ukemi | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | - | - | - | - | - | - |
dp+K
Goro Daimon daimon_dp+k | ||||||||
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dp+K
623K Chou Oosoto-Gari | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 9 | 3 | 31 | HKD | - | - |
Goro Daimon daimon_dp+bd | ||||||||
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dp+BD
623BD Chou Oosoto-Gari | ||||||||
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 9 | 3 | 20 | HKD | - | - |
Super Special Moves
hcbx2+p
Goro Daimon daimon_hcbx2+p | ||||||||
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hcbx2+P
6321463214P Jigoku Gokuraku-Otoshi | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 1 | 2 | 49 | HKD | - | - |
Goro Daimon daimon_hcbx2+ac | ||||||||
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hcbx2+AC
6321463214AC Jigoku Gokuraku-Otoshi | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 1 | 2 | 49 | HKD | - | - |
Neo Max Super Special Moves
Daimon Goro daimon_qcfx2+ac | ||||||||
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qcfx2+AC
236236AC Kyoutendouchi | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 1 | 30 | 11 | HKD | - | - |