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The King of Fighters XV/Kula Diamond/Data: Difference between revisions

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Matoshlee (talk | contribs)
Created page with "{{CharNavbox_XV}} ===Close Standing Normals=== ====cl.A==== {{MoveData-KOFXV | character = Kula Diamond | moveId = kula_cla | name = close A | input = cl.A | images = XV_placeholder.png | hitboxes = XV_placeholder.png | damage = | guard = | cancel = | startup = | active = | recovery = | hitadv = | blockadv = | invul = | stun = | guardDamage = }} ====cl.B==== {{MoveData-KOFXV | character = Kula Diamond | moveId = kula_clb |..."
 
EMRaistlin (talk | contribs)
m fixed raw damage between parenthesis
 
(89 intermediate revisions by 7 users not shown)
Line 5: Line 5:
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_placeholder.png
| images   = XV_Kula_cA_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_cA_hb.png
| damage   =  
| damage   = 25
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   =  
| hitadv   = +5
| blockadv   =  
| blockadv   = +3
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 24: Line 24:
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_placeholder.png
| images   = XV_Kula_cB_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_cB_hb.png
| damage   =  
| damage   = 30
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 6
| active   =  
| active   = 3
| recovery   =  
| recovery   = 12
| hitadv   =  
| hitadv   = 0
| blockadv   =  
| blockadv   = -2
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 43: Line 43:
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_placeholder.png
| images   = XV_Kula_cC(1)_ima.png, XV_Kula_cC(2)_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_cC_hb.png, XV_Kula_cC2_hb.png, XV_Kula_cC3_hb.png
| damage   =  
| damage   = 70 (35+35)
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 4
| active   =  
| active   = 3 (8) 6
| recovery   =  
| recovery   = 23
| hitadv   =  
| hitadv   = -8
| blockadv   =  
| blockadv   = -10
| invul   =  
| invul   =  
| stun        =  
| stun        = 70 (35+35)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 62: Line 62:
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_placeholder.png
| images   = XV_Kula_cD(1)_ima.png, XV_Kula_cD(2)_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_cD_hb.png, XV_Kula_cD2_hb.png
| damage   =  
| damage   = 80 (50+30)
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 7
| active   =  
| active   = 5
| recovery   =  
| recovery   = 24
| hitadv   =  
| hitadv   = -6
| blockadv   =  
| blockadv   = -8
| invul   =  
| invul   =  
| stun        =  
| stun        = 80 (40+40)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


===Far Standing Normals===
===Far Standing Normals===
Line 83: Line 82:
| name   = stand A
| name   = stand A
| input   = st.A
| input   = st.A
| images   = XV_placeholder.png
| images   = XV_Kula_fA_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_fA_hb.png
| damage   =  
| damage   = 25
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   =  
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 12
| hitadv   =  
| hitadv   = -1
| blockadv   =  
| blockadv   = -3
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 102: Line 101:
| name   = stand B
| name   = stand B
| input   = st.B
| input   = st.B
| images   = XV_placeholder.png
| images   = XV_Kula_fB_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_fB_hb.png
| damage   =  
| damage   = 30
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 5
| active   =  
| active   = 5
| recovery   =  
| recovery   = 12
| hitadv   =  
| hitadv   = -2
| blockadv   =  
| blockadv   = -4
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 121: Line 120:
| name   = stand C
| name   = stand C
| input   = st.C
| input   = st.C
| images   = XV_placeholder.png
| images   = XV_Kula_fC_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_fC_hb.png
| damage   =  
| damage   = 70
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 13
| active   =  
| active   = 4
| recovery   =  
| recovery   = 21
| hitadv   =  
| hitadv   = -4
| blockadv   =  
| blockadv   = -6
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 140: Line 139:
| name   = stand D
| name   = stand D
| input   = st.D
| input   = st.D
| images   = XV_placeholder.png
| images   = XV_Kula_fD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_fD_hb.png, XV_Kula_fD2_hb.png
| damage   =  
| damage   = 70
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   =  
| startup   = 10
| active   =  
| active   = 6
| recovery   =  
| recovery   = 18
| hitadv   =  
| hitadv   = -2
| blockadv   =  
| blockadv   = -4
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 160: Line 159:
| name   = crouch A
| name   = crouch A
| input   = cr.A
| input   = cr.A
| images   = XV_placeholder.png
| images   = XV_Kula_2A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_2A_hb.png
| damage   =  
| damage   = 25
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 7
| hitadv   =  
| hitadv   = +4
| blockadv   =  
| blockadv   = +2
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 179: Line 178:
| name   = crouch B
| name   = crouch B
| input   = cr.B
| input   = cr.B
| images   = XV_placeholder.png
| images   = XV_Kula_2B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_2B_hb.png
| damage   =  
| damage   = 15
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 4
| active   =  
| active   = 4
| recovery   =  
| recovery   = 10
| hitadv   =  
| hitadv   = +1
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 15
| guardDamage =  
| guardDamage = 30
}}
}}


Line 198: Line 197:
| name   = crouch C
| name   = crouch C
| input   = cr.C
| input   = cr.C
| images   = XV_placeholder.png
| images   = XV_Kula_2C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_2C_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   =  
| startup   = 9
| active   =  
| active   = 7
| recovery   =  
| recovery   = 13
| hitadv   =  
| hitadv   = +1
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 217: Line 216:
| name   = crouch D
| name   = crouch D
| input   = cr.D
| input   = cr.D
| images   = XV_placeholder.png
| images   = XV_Kula_2D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_2D_hb.png
| damage   =  
| damage   = 80
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 8
| active   =  
| active   = 6
| recovery   =  
| recovery   = 18
| hitadv   =  
| hitadv   = Soft Knockdown (+25)
| blockadv   =  
| blockadv   = -5
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===jump normals===
===jump normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jha
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_ha
| name   = hop A
| name   = hop A
| header      = yes
| header      = yes
| version   = hop A
| version   = hop A
| orderId   = 1
| orderId   = 1
| input   = jh.A
| input   = h.A
| images   = XV_placeholder.png
| images   = XV_Kula_jA_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_hA_hb.png
| damage   =  
| damage   = 40
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 7
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_ja
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_ja
| name   = jump A
| name   = jump A
| header      = yes
| header      = no
| version   = jump A
| version   = jump A
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_placeholder.png
| images   = XV_Kula_jA_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_jA_hb.png
| damage   =  
| damage   = 45
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 7
| active   =  
| active   = 11
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop B====
====hop B====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jhb
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_hb
| name   = hop B
| name   = hop B
| header      = yes
| header      = yes
| version   = hop B
| version   = hop B
| orderId   = 1
| orderId   = 1
| input   = jh.B
| input   = h.B
| images   = XV_placeholder.png
| images   = XV_Kula_jB_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_jB_hb.png
| damage   =  
| damage   = 40
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 7
| active   =  
| active   = 11
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jb
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jb
| name   = jump B
| name   = jump B
| header      = yes
| header      = no
| version   = jump B
| version   = jump B
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_placeholder.png
| images   = XV_Kula_jB_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_jB_hb.png
| damage   =  
| damage   = 45
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 7
| active   =  
| active   = 11
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}




====hop C====
====hop C====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jhc
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_hc
| name   = hop C
| name   = hop C
| header      = yes
| header      = yes
| version   = hop C
| version   = hop C
| orderId   = 1
| orderId   = 1
| input   = jh.C
| input   = h.C
| images   = XV_placeholder.png
| images   = XV_Kula_jC_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_jC_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 13
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jc
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jc
| name   = jump C
| name   = jump C
| header      = yes
| header      = no
| version   = jump C
| version   = jump C
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_placeholder.png
| images   = XV_Kula_jC_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_jC_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 13
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jhd
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_hd
| name   = hop D
| name   = hop D
| header      = yes
| header      = yes
| version   = hop D
| version   = hop D
| orderId   = 1
| orderId   = 1
| input   = jh.D
| input   = h.D
| images   = XV_placeholder.png
| images   = XV_Kula_jD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_jD_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 8
| active   =  
| active   = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 387: Line 387:
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jd
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jd
| name   = jump D
| name   = jump D
| header      = yes
| header      = no
| version   = jump D
| version   = jump D
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_placeholder.png
| images   = XV_Kula_jD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_jD_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 8
| active   =  
| active   = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Command normals===
===Command normals===
====command input 1====
====One Inch====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_6A
| name   = One Inch
| input   = 6A
| images   = XV_Kula_6A_ima.png
| hitboxes   = XV_Kula_6A_hb.png
| damage   = 70 [50]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super [special]
| startup   = 22 [15]
| active   = 10 [9]
| recovery   = 15 [17]
| hitadv   = Crumple (+101) [-5]
| blockadv   = -6 [-7]
| invul   =  
| stun        = 70
| guardDamage = 120 [80]
}}


====Slider Shoot====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_3D
| name   = Slider Shoot
| input   = 3D
| images   = XV_Kula_3D_ima.png
| hitboxes   = XV_Kula_3D_hb.png
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   =
| startup   = 11
| active   = 10
| recovery   = 17
| hitadv   = Soft Knockdown (+19~+28)
| blockadv   = -8~+1
| invul   =
| stun        = 70
| guardDamage = 120
}}


===Blowback===
===Blowback===
Line 416: Line 450:
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_placeholder.png
| images   = XV_Kula_5CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_5CD_hb.png
| damage   =  
| damage   = 75
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   =  
| startup   = 16
| active   =  
| active   = 4
| recovery   =  
| recovery   = 20
| hitadv   =  
| hitadv   = Wall Spalt (Ground hit) / Soft Knockdown (Air hit) (+76~+92)
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


====ShatterStrike====
====ShatterStrike====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_236cd
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcf+cd
| name   = ShatterStrike
| name   = ShatterStrike
| input   = 236CD
| input   = qcf+CD
| images   = XV_placeholder.png
| images   = XV_kula_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kula_236cd_hb.png, XV_kula_236cd2_hb.png
| damage   =  
| damage   = 75
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   =  
| hitadv   = Crumple (Ground Hit)(+93) / Wall Bounce (Air hit)
| blockadv   =  
| blockadv   = -10
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_kula_214cd_ima.png
| hitboxes    = XV_kula_214cd_hb.png, XV_kula_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 = Kula Diamond | moveId = kula_jhcd
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_hcd
| name   = hop CD
| name   = hop CD
| header      = yes
| header      = yes
| version   = hop CD
| version   = hop CD
| orderId   = 1
| orderId   = 1
| input   = jh.CD
| input   = h.CD
| images   = XV_placeholder.png
| images   = XV_Kula_jCD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kula_jCD_hb.png, XV_Kula_jCD2_hb.png
| damage   =  
| damage   = 80
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 16
| active   =  
| active   = 3
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jcd
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_jcd
| name   = jump CD
| name   = jump CD
| header      = yes
| header      = no
| version   = jump CD
| version   = jump CD
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_placeholder.png
| images   = XV_Kula_jCD_ima.png
| hitboxes   = XV_Kula_jCD_hb.png, XV_Kula_jCD2_hb.png
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 16
| active   = 3
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| blockadv   =
| invul   =
| stun        = 80
| guardDamage = 140
}}
 
===Rush===
====Rush 1====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_rush1
| name   = Rush 1
| header      = yes
| version   = c.AA
| orderId   = 1
| input   = c.AA
| images   = XV_kula_rush1_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 48 (25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| startup   = 9
| active   = 2
| recovery   =
| hitadv   = -5
| blockadv   = -7
| invul   =
| stun        = 30
| guardDamage = 120 (60+60)
}}
 
====Rush 2====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_rush2
| name   = Rush 2
| header      = no
| version   = c.AAX
| orderId   = 2
| input   = c.AAX
| images   = XV_kula_rush2_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 70 (25+25+25)
| guard   = [[The_Kula Diamond_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| startup   = 9
| active   = 4
| recovery   =
| hitadv   = -7
| blockadv   = -9
| invul   =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}
 
===Throws===
====Ice Coffin====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_cthrow
| name   = Ice Coffin
| input   = 4/6C
| images   = XV_Kula_throwF_ima.png
| hitboxes   = XV_Kula_throwF_hb.png
| damage   = 100
| guard   =
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 1
| active   =  
| active   = 1
| recovery   =  
| recovery   = 0
| hitadv   =  
| hitadv   = HKD (+52)
| blockadv   =  
| blockadv   = Unblockable
| invul   =
| stun        =
| guardDamage =
}}
 
====Ice Sledge====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_dthrow
| name   = Ice Sledge
| input   = 4/6D
| images   = XV_Kula_throwB_ima.png
| hitboxes   = XV_Kula_throwB_hb.png
| damage   = 100
| guard   =
| cancel   =
| startup   = 1
| active   = 1
| recovery   = 0
| hitadv   = HKD (+34)
| blockadv   = Unblockable
| invul   =  
| invul   =  
| stun        =  
| stun        =  
Line 492: Line 631:
}}
}}


==Specials==
===Crow Bite===
====623A====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_dp+a
| name   = Crow Bite
| header      = yes
| version    = A
| orderId    = 1
| input   = 623A
| images   = XV_Kula_623P_ima.png
| hitboxes   = XV_Kula_623A_hb.png, XV_Kula_623A2_hb.png, XV_Kula_623A3_hb.png, XV_Kula_623A4_hb.png
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| startup   = 5
| active   = 15
| recovery   = 55 (34 on ground)
| hitadv   = Soft Knockdown (+17)
| blockadv   = -51
| invul   = Full Body: 1 to 6 (6 Frames) / Upper Body: 7 to 9 (3 Frames)
| stun        = 40
| guardDamage = 80
}}
====623C====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_dp+c
| name   = Crow Bite
| header      = no
| version    = C
| orderId    = 2
| input   = 623C
| images   = XV_Kula_623P_ima.png
| hitboxes   = XV_Kula_623C_hb.png, XV_Kula_623C2_hb.png, XV_Kula_623C3_hb.png, XV_Kula_623C4_hb.png
| damage   = 107 (60+50)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super(1)
| startup   = 5
| active   = 14
| recovery   = 68 (32 on ground)
| hitadv   = Soft Knockdown (+9)
| blockadv   = -54 (Standing) / -63 (Crouching)
| invul   = Full Body: 1 to 4 (4 Frames) / Full body against physical air strike: 5 to 7 (3 Frames)
| stun        = 100 (60+40)
| guardDamage = 120 (80+40)
}}
====623AC====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_dp+ac
| name   = Crow Bite
| header      = no
| version    = AC
| orderId    = 3
| input   = 623AC
| images   = XV_Kula_623P_ima.png
| hitboxes   = XV_Kula_623AC_hb.png, XV_Kula_623AC2_hb.png, XV_Kula_623AC3_hb.png
| damage   = 163 (80+50+40)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 4
| active   = 14
| recovery   = 68 (32 on ground)
| hitadv   = Soft Knockdown (+8)
| blockadv   = -57
| invul   = Full Body: 1 to 9 (9 Frames)
| stun        = 0
| guardDamage = 160 (80+40+40)
}}
===Diamond Breath===
====236A====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcf+a
| name   = Diamond Breath
| header      = yes
| version    = A
| orderId    = 1
| input   = 236A
| images   = XV_Kula_236P_ima.png
| hitboxes   = XV_Kula_236A_hb.png
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| startup   = 15
| active   = 8
| recovery   = 21
| hitadv   = Soft Knockdown (+33)
| blockadv   = -2
| invul   =
| stun        = 40
| guardDamage = 60
}}
====236C====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcf+c
| name   = Diamond Breath
| header      = no
| version    = C
| orderId    = 2
| input   = 236C
| images   = XV_Kula_236P_ima.png
| hitboxes   = XV_Kula_236C_hb.png
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| startup   = 33
| active   = 10
| recovery   = 12
| hitadv   = +17
| blockadv   = +5
| invul   =
| stun        = 40
| guardDamage = 60
}}
====236AC====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcf+ac
| name   = Diamond Breath
| header      = no
| version    = AC
| orderId    = 3
| input   = 236AC
| images   = XV_Kula_236P_ima.png
| hitboxes   = XV_Kula_236AC_hb.png
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 17
| active   = 21
| recovery   = 9
| hitadv   = Crumple (+104)
| blockadv   = -3
| invul   =
| stun        = 0
| guardDamage = 60
}}
===Counter Shell===
====214A====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+a
| name   = Counter Shell
| header      = yes
| version    = A
| orderId    = 1
| input   = 214A
| images   = XV_Kula_214A_ima.png
| hitboxes   = XV_Kula_214A_hb.png, XV_Kula_214A2_hb.png
| damage   = 50
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| startup   = 6
| active   = 2
| recovery   = 23 [17 (After successfully nullifying projectiles.)]
| hitadv   = HKD (+64)
| blockadv   = -6
| invul   =
| stun        = 80
| guardDamage = 100
}}
====214C====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+c
| name   = Counter Shell
| header      = no
| version    = C
| orderId    = 2
| input   = 214C
| images   = XV_Kula_214B6B_ima.png
| hitboxes   = XV_Kula_214A_hb.png, XV_Kula_214A2_hb.png, XV_Kula_214C_counter_hb.png
| damage   = 50 [65]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| startup   = 8
| active   = 2
| recovery   = 21
| hitadv   = Soft Knockdown (+35)
| blockadv   = -4
| invul   =
| stun        = 80
| guardDamage = 100 [60]
}}
====214AC====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+ac
| name   = Counter Shell
| header      = no
| version    = AC
| orderId    = 3
| input   = 214AC
| images   = XV_Kula_214A_ima.png
| hitboxes   = XV_Kula_214AC_hb.png, XV_Kula_214AC2_hb.png, XV_Kula_214AC_counter_hb.png
| damage   = 50 [80]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 8
| active   = 2
| recovery   = 18
| hitadv   = Juggle (+38)
| blockadv   = -1
| invul   =
| stun        =
| guardDamage = 120 [60]
}}
===Ray Spin===
====214B====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+b
| name   = Ray Spin
| header      = yes
| version    = B
| orderId    = 1
| input   = 214B
| images   = XV_Kula_214B_ima.png
| hitboxes   = XV_Kula_214B_hb.png
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 15
| active   = 3
| recovery   = 22
| hitadv   = -4
| blockadv   = -6
| invul   =
| stun        = 40
| guardDamage = 60
}}


===Throws===
====214D====
====forward throw====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+d
| name   = Ray Spin
| header      = no
| version    = D
| orderId    = 2
| input   = 214D
| images   = XV_Kula_214B_ima.png
| hitboxes   = XV_Kula_214D_hb.png, XV_Kula_214D2_hb.png
| damage   = 58 (30+30)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 15
| active   = 2 (14) 2
| recovery   = 20
| hitadv   = Juggle (+35)
| blockadv   = -3
| invul   =
| stun        = 80 (40+40)
| guardDamage = 120 (60+60)
}}
 
====214BD====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+bd
| name   = Ray Spin
| header      = no
| version    = BD
| orderId    = 3
| input   = 214BD
| images   = XV_Kula_214B_ima.png
| hitboxes   = XV_Kula_214BD_hb.png, XV_Kula_214BD2_hb.png
| damage   = 58 (30+30)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 12
| active   = 2 (14) 2
| recovery   = 23
| hitadv   = Juggle (+38)
| blockadv   = -6
| invul   =
| stun        = 0
| guardDamage = 120 (60+60)
}}
 
===Ray Spin (Stand)===
====214B~6B====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+b~6b
| name   = Ray Spin (Stand)
| header      = yes
| version    = B
| orderId    = 1
| input   = 214B~6B
| images   = XV_Kula_214B6B_ima.png
| hitboxes   = XV_Kula_214B6B_hb.png, XV_Kula_214B6B2_hb.png
| damage   = 58 (20+40)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| startup   = 11
| active   = 2 to Full Screen Projectile
| recovery   = 32
| hitadv   = Juggle (+34)
| blockadv   = -5
| invul   =
| stun        = 80 (40+40)
| guardDamage = 100 (50+50)
}}
 
====214D~6B====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+d~6b
| name   = Ray Spin (Stand)
| header      = no
| version    = D
| orderId    = 2
| input   = 214D~6B
| images   = XV_Kula_214B6B_ima.png
| hitboxes   = XV_Kula_214B6B_hb.png, XV_Kula_214B6B2_hb.png
| damage   = 58 (20+40)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| startup   = 11
| active   = 2 to Full Screen Projectile
| recovery   = 32
| hitadv   = Juggle (+25)
| blockadv   = -5
| invul   =
| stun        = 80 (40+40)
| guardDamage = 100 (50+50)
}}
 
====214BD~6B====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+bd~6b
| name   = Ray Spin (Stand)
| header      = no
| version    = BD
| orderId    = 3
| input   = 214BD~6B
| images   = XV_Kula_214B6B_ima.png
| hitboxes   = XV_Kula_214BD6B_hb.png, XV_Kula_214BD6B2_hb.png
| damage   = 20+76 (20+80)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 11
| active   = 2 to Full Screen Projectile
| recovery   = 26
| hitadv   = Juggle (+31)
| blockadv   = +1
| invul   =
| stun        = 0
| guardDamage = 140 (70+70)
}}
 
===Ray Spin (Sit)===
====214B~6D====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+b~6d
| name   = Ray Spin (Sit)
| header      = yes
| version    = B
| orderId    = 1
| input   = 214B~6D
| images   = XV_Kula_3D_ima.png
| hitboxes   = XV_Kula_214B6D_hb.png
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = super
| startup   = 11
| active   = 10
| recovery   = 17
| hitadv   = Juggle (+34)
| blockadv   = -8
| invul   =  
| stun        = 40
| guardDamage = 60
}}
 
====214D~6D====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+d~6d
| name   = Ray Spin (Sit)
| header      = no
| version    = D
| orderId    = 2
| input   = 214D~6D
| images   = XV_Kula_3D_ima.png
| hitboxes   = XV_Kula_214B6D_hb.png
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = super
| startup   = 11
| active   = 10
| recovery   = 17
| hitadv   = Juggle (+10) (whiffs)
| blockadv   = -8
| invul   =
| stun        = 40
| guardDamage = 60
}}
 
====214BD~6D====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcb+bd~6d
| name   = Ray Spin (Sit)
| header      = no
| version    = BD
| orderId    = 3
| input   = 214BD~6D
| images   = XV_Kula_3D_ima.png
| hitboxes   = XV_Kula_214BD6D_hb.png
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   =
| startup   = 11
| active   = 10
| recovery   = 17
| hitadv   = Juggle (+43)
| blockadv   = -10
| invul   =
| stun        = 0
| guardDamage = 60
}}
 
===Falling Snowman===
====22A====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_dd+a
| name   = Falling Snowman
| header      = yes
| version    = A
| orderId    = 1
| input   = 22A
| images   = XV_Kula_22P(1)_ima.png
| hitboxes   = XV_Kula_22A_hb.png
| damage   = 65
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 58
| active   = Vertical Projectile
| recovery   = 0
| hitadv   = +26
| blockadv   = +26
| invul   =
| stun        = 40
| guardDamage = 60
}}


====back throw====
====22C====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_dd+c
| name   = Falling Snowman
| header      = no
| version    = C
| orderId    = 2
| input   = 22C
| images   = XV_Kula_22P(1)_ima.png
| hitboxes   = XV_Kula_22C_hb.png
| damage   = 65
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 53
| active   = Vertical Projectile
| recovery   = 0
| hitadv   = +26
| blockadv   = +26
| invul   =
| stun        = 40
| guardDamage = 60
}}


==Specials==
====22AC====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_dd+ac
| name   = Falling Snowman
| header      = no
| version    = AC
| orderId    = 3
| input   = 22AC
| images   = XV_Kula_22P(1)_ima.png
| hitboxes   = XV_Kula_22AC_hb.png, XV_Kula_22AC2_hb.png
| damage   = 136 (70+70)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 58
| active   = Vertical Projectile
| recovery   = 0
| hitadv   = Soft Knockdown (+68)
| blockadv   = +26
| invul   =
| stun        = 0
| guardDamage = 80 (40+40)
}}


==Supers==
==Supers==
====Diamond Edge====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcfqcf+a/c
| name   = Diamond Edge
| input   = 236236A/C
| images   = XV_Kula_236236p_ima.png
| hitboxes   = XV_Kula_236236p_hb.png, XV_Kula_236236p2_hb.png
| damage   = 180
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = advanced, climax
| startup   = 19
| active   = 6
| recovery   = 68
| hitadv   = HKD (+27)
| blockadv   = -61
| invul   = Full Body: 1 to 8 (8 Frames)
| stun        = 0
| guardDamage = 0
}}
====Diamond Edge (MAX)====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcfqcf+ac
| name   = Diamond Edge
| input   = 236236AC
| images   = XV_Kula_236236ac_ima.png
| hitboxes   = XV_Kula_236236AC_hb.png, XV_Kula_236236AC2_hb.png, XV_Kula_236236AC3_hb.png, XV_Kula_236236AC4_hb.png
| damage   = 330 (100+100+130)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = climax
| startup   = 17
| active   = 3 (2) 3 (2) 3
| recovery   = 61
| hitadv   = HKD (+34~+38)
| blockadv   = -51
| invul   = Full Body: 1 to 16 (16 Frames)
| stun        = 0
| guardDamage = 0
}}
====Frozen Arena====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcfqcf+b/d
| name   = Frozen Arena
| input   = 236236B/D
| images   = XV_Kula_236236k_ima.png
| hitboxes   = XV_Kula_236236k_hb.png, XV_Kula_236236k2_hb.png
| damage   = 200 (100+100)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = advanced, climax
| startup   = 14
| active   = 22
| recovery   = 53
| hitadv   = HKD (+19)
| blockadv   = -45
| invul   = Full Body: 1 to 8 (8 Frames)
| stun        = 0
| guardDamage = 0
}}
====Frozen Arena (MAX)====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcfqcf+bd
| name   = Frozen Arena
| input   = 236236BD
| images   = XV_Kula_236236k_ima.png
| hitboxes   = XV_Kula_236236BD_hb.png, XV_Kula_236236BD2_hb.png, XV_Kula_236236BD3_hb.png, XV_Kula_236236BD4_hb.png
| damage   = 350 (100+100+150)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = climax
| startup   = 14
| active   = 24
| recovery   = 49
| hitadv   = HKD (+26)
| blockadv   = -48
| invul   = Full Body: 1 to 17 (17 Frames)
| stun        = 0
| guardDamage = 0
}}


===Climax super===
===Climax super===
====Glacier Ridge====
{{MoveData-KOFXV | character = Kula Diamond | moveId = kula_qcbhcf+cd
| name   = Glacier Ridge
| input   = 2141236CD
| images   = XV_Kula_climax_ima.png
| hitboxes   = XV_Kula_climax_hb.png, XV_Kula_climax2_hb.png
| damage   = 446 ([0+40*8]+[150]) Min:260
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 12
| active   = 20
| recovery   = 37
| hitadv   = HKD (+14)
| blockadv   = -26
| invul   = Full Body: 1 to 12 (12 Frames)
| stun        = 0
| guardDamage = 0
}}


 
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]
[[Category:The Kula Diamond of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 18:10, 8 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Kula Diamond
kula_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand437+5+3-3060


cl.B

Kula Diamond
kula_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midcommand63120-2-3060


cl.C

Kula Diamond
kula_clc
cl.C
cl.C
close C



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (35+35)Midcommand43 (8) 623-8-10-70 (35+35)120 (60+60)


cl.D

Kula Diamond
kula_cld
cl.D
cl.D
close D


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (50+30)Midcommand7524-6-8-80 (40+40)120 (60+60)


Far Standing Normals

st.A

Kula Diamond
kula_sta
st.A
st.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial6412-1-3-3060


st.B

Kula Diamond
kula_stb
st.B
st.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midcommand5512-2-4-3060


st.C

Kula Diamond
kula_stc
st.C
st.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand13421-4-6-70120


st.D

Kula Diamond
kula_std
st.D
st.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial10618-2-4-70120


Crouch Normals

cr.A

Kula Diamond
kula_cra
cr.A
cr.A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand547+4+2-3060


cr.B

Kula Diamond
kula_crb
cr.B
cr.B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowcommand4410+1-1-1530


cr.C

Kula Diamond
kula_crc
cr.C
cr.C
crouch C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial9713+1-1-70120


cr.D

Kula Diamond
kula_crd
cr.D
cr.D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand8618Soft Knockdown (+25)-5-70120


jump normals

hop A

Kula Diamond
kula_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-791 on ground---3050


jump A

Kula Diamond
kula_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-7111 on ground---3060


hop B

Kula Diamond
kula_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-7111 on ground---3050


jump B

Kula Diamond
kula_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-7111 on ground---3060



hop C

Kula Diamond
kula_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1381 on ground---70100


jump C

Kula Diamond
kula_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1381 on ground---70120


hop D

Kula Diamond
kula_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-851 on ground---70100


jump D

Kula Diamond
kula_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-851 on ground---70120


Command normals

One Inch

Kula Diamond
kula_6A
6A
6A
One Inch
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 [50]Midsuper [special]22 [15]10 [9]15 [17]Crumple (+101) [-5]-6 [-7]-70120 [80]


Slider Shoot

Kula Diamond
kula_3D
3D
3D
Slider Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Low-111017Soft Knockdown (+19~+28)-8~+1-70120


Blowback

Blowback

Kula Diamond
kula_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial16420Wall Spalt (Ground hit) / Soft Knockdown (Air hit) (+76~+92)-1-100160


ShatterStrike

Kula Diamond
kula_qcf+cd
qcf+CD
qcf+CD
ShatterStrike

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


AdvanceStrike

Kula Diamond
kula_214cd
214CD
214CD
AdvanceStrike

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


hop CD

Kula Diamond
kula_hcd
h.CD
h.CD
hop CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1631 on groundSoft Knockdown--80120


jump CD

Kula Diamond
kula_jcd
j.CD
j.CD
jump CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1631 on groundSoft Knockdown--80140


Rush

Rush 1

Kula Diamond
kula_rush1
c.AA
c.AA
Rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush92--5-7-30120 (60+60)


Rush 2

Kula Diamond
kula_rush2
c.AAX
c.AAX
Rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush94--7-9-30180 (60+60+60)


Throws

Ice Coffin

Kula Diamond
kula_cthrow
4/6C
4/6C
Ice Coffin
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (+52)Unblockable---


Ice Sledge

Kula Diamond
kula_dthrow
4/6D
4/6D
Ice Sledge
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (+34)Unblockable---


Specials

Crow Bite

623A

Kula Diamond
kula_dp+a
623A
623A
Crow Bite



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper51555 (34 on ground)Soft Knockdown (+17)-51Full Body: 1 to 6 (6 Frames) / Upper Body: 7 to 9 (3 Frames)4080


623C

Kula Diamond
kula_dp+c
623C
623C
Crow Bite



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
107 (60+50)Midsuper(1)51468 (32 on ground)Soft Knockdown (+9)-54 (Standing) / -63 (Crouching)Full Body: 1 to 4 (4 Frames) / Full body against physical air strike: 5 to 7 (3 Frames)100 (60+40)120 (80+40)


623AC

Kula Diamond
kula_dp+ac
623AC
623AC
Crow Bite


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
163 (80+50+40)Mid-41468 (32 on ground)Soft Knockdown (+8)-57Full Body: 1 to 9 (9 Frames)0160 (80+40+40)


Diamond Breath

236A

Kula Diamond
kula_qcf+a
236A
236A
Diamond Breath
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper15821Soft Knockdown (+33)-2-4060


236C

Kula Diamond
kula_qcf+c
236C
236C
Diamond Breath
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midsuper331012+17+5-4060


236AC

Kula Diamond
kula_qcf+ac
236AC
236AC
Diamond Breath
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-17219Crumple (+104)-3-060


Counter Shell

214A

Kula Diamond
kula_qcb+a
214A
214A
Counter Shell

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Midsuper6223 [17 (After successfully nullifying projectiles.)]HKD (+64)-6-80100


214C

Kula Diamond
kula_qcb+c
214C
214C
Counter Shell


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50 [65]Midsuper8221Soft Knockdown (+35)-4-80100 [60]


214AC

Kula Diamond
kula_qcb+ac
214AC
214AC
Counter Shell


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50 [80]Mid-8218Juggle (+38)-1--120 [60]


Ray Spin

214B

Kula Diamond
kula_qcb+b
214B
214B
Ray Spin
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-15322-4-6-4060


214D

Kula Diamond
kula_qcb+d
214D
214D
Ray Spin

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
58 (30+30)Mid-152 (14) 220Juggle (+35)-3-80 (40+40)120 (60+60)


214BD

Kula Diamond
kula_qcb+bd
214BD
214BD
Ray Spin

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
58 (30+30)Mid-122 (14) 223Juggle (+38)-6-0120 (60+60)


Ray Spin (Stand)

214B~6B

Kula Diamond
kula_qcb+b~6b
214B~6B
214B~6B
Ray Spin (Stand)

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
58 (20+40)Midsuper112 to Full Screen Projectile32Juggle (+34)-5-80 (40+40)100 (50+50)


214D~6B

Kula Diamond
kula_qcb+d~6b
214D~6B
214D~6B
Ray Spin (Stand)

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
58 (20+40)Midsuper112 to Full Screen Projectile32Juggle (+25)-5-80 (40+40)100 (50+50)


214BD~6B

Kula Diamond
kula_qcb+bd~6b
214BD~6B
214BD~6B
Ray Spin (Stand)

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20+76 (20+80)Mid-112 to Full Screen Projectile26Juggle (+31)+1-0140 (70+70)


Ray Spin (Sit)

214B~6D

Kula Diamond
kula_qcb+b~6d
214B~6D
214B~6D
Ray Spin (Sit)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowsuper111017Juggle (+34)-8-4060


214D~6D

Kula Diamond
kula_qcb+d~6d
214D~6D
214D~6D
Ray Spin (Sit)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowsuper111017Juggle (+10) (whiffs)-8-4060


214BD~6D

Kula Diamond
kula_qcb+bd~6d
214BD~6D
214BD~6D
Ray Spin (Sit)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Low-111017Juggle (+43)-10-060


Falling Snowman

22A

Kula Diamond
kula_dd+a
22A
22A
Falling Snowman
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Mid-58Vertical Projectile0+26+26-4060


22C

Kula Diamond
kula_dd+c
22C
22C
Falling Snowman
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Mid-53Vertical Projectile0+26+26-4060


22AC

Kula Diamond
kula_dd+ac
22AC
22AC
Falling Snowman

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
136 (70+70)Mid-58Vertical Projectile0Soft Knockdown (+68)+26-080 (40+40)


Supers

Diamond Edge

Kula Diamond
kula_qcfqcf+a/c
236236A/C
236236A/C
Diamond Edge

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180Midadvanced, climax19668HKD (+27)-61Full Body: 1 to 8 (8 Frames)00


Diamond Edge (MAX)

Kula Diamond
kula_qcfqcf+ac
236236AC
236236AC
Diamond Edge



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330 (100+100+130)Midclimax173 (2) 3 (2) 361HKD (+34~+38)-51Full Body: 1 to 16 (16 Frames)00


Frozen Arena

Kula Diamond
kula_qcfqcf+b/d
236236B/D
236236B/D
Frozen Arena

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (100+100)Midadvanced, climax142253HKD (+19)-45Full Body: 1 to 8 (8 Frames)00


Frozen Arena (MAX)

Kula Diamond
kula_qcfqcf+bd
236236BD
236236BD
Frozen Arena



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (100+100+150)Midclimax142449HKD (+26)-48Full Body: 1 to 17 (17 Frames)00


Climax super

Glacier Ridge

Kula Diamond
kula_qcbhcf+cd
2141236CD
2141236CD
Glacier Ridge

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
446 ([0+40*8]+[150]) Min:260Mid-122037HKD (+14)-26Full Body: 1 to 12 (12 Frames)00