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The King of Fighters XV/Robert Garcia/Data: Difference between revisions

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
===Close Standing Normals===
===Close Standing Normals===
====cl.A====
====close A====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cla
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cla
| name   = close A
| name       = close A
| input   = cl.A
| input       = cl.A
| images   = XV_placeholder.png
| images     = XV_robert_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_cla.png
| damage   =  
| damage     = 25
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 4
| active   =  
| active     = 3
| recovery   =  
| recovery   = 8
| hitadv   =  
| hitadv     = +4
| blockadv   =  
| blockadv   = +2
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cl.B====
====close B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_clb
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_clb
| name   = close B
| name       = close B
| input   = cl.B
| input       = cl.B
| images   = XV_placeholder.png
| images     = XV_robert_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_clb.png
| damage   =  
| damage     = 30
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = super
| startup   =  
| startup     = 6
| active   =  
| active     = 4
| recovery   =  
| recovery   = 8
| hitadv   =  
| hitadv     = +3
| blockadv   =  
| blockadv   = +1
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cl.C====
====close C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_clc
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_clc
| name   = close C
| name       = close C
| input   = cl.C
| input       = cl.C
| images   = XV_placeholder.png
| images     = XV_robert_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_clc.png
| damage   =  
| damage     = 70
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 5
| active   =  
| active     = 5
| recovery   =  
| recovery   = 15
| hitadv   =  
| hitadv     = +1
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====cl.D====
====close D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cld
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cld
| name   = close D
| name       = close D
| input   = cl.D
| input       = cl.D
| images   = XV_placeholder.png
| images     = XV_robert_cld_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_cld.png, XV_robert_cld2.png
| damage   =  
| damage     = 80 (40+40)
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 6
| active   =  
| active     = 14
| recovery   =  
| recovery   = 13
| hitadv   =  
| hitadv     = +2
| blockadv   =  
| blockadv   = 0
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Far Standing Normals===
===Far Standing Normals===
====st.A====
====far A====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_sta
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_fa
| name   = stand A
| name       = far A
| input   = st.A
| input       = f.A
| images   = XV_placeholder.png
| images     = XV_robert_fa_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_fa.png
| damage   =  
| damage     = 25
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 5
| active   =  
| active     = 3
| recovery   =  
| recovery   = 9
| hitadv   =  
| hitadv     = +3
| blockadv   =  
| blockadv   = +1
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====st.B====
====far B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_stb
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_fb
| name   = stand B
| name       = far B
| input   = st.B
| input       = f.B
| images   = XV_placeholder.png
| images     = XV_robert_fb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_fb.png
| damage   =  
| damage     = 30
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = super
| startup   =  
| startup     = 7
| active   =  
| active     = 3
| recovery   =  
| recovery   = 12
| hitadv   =  
| hitadv     = 0
| blockadv   =  
| blockadv   = -2
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====st.C====
====far C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_stc
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_fc
| name   = stand C
| name       = far C
| input   = st.C
| input       = f.C
| images   = XV_placeholder.png
| images     = XV_robert_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_fc.png
| damage   =  
| damage     = 70
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 7
| active   =  
| active     = 5
| recovery   =  
| recovery   = 16
| hitadv   =  
| hitadv     = 0
| blockadv   =  
| blockadv   = -2
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====st.D====
====far D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_std
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_fd
| name   = stand D
| name       = far D
| input   = st.D
| input       = f.D
| images   = XV_placeholder.png
| images     = XV_robert_fd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_fd.png
| damage   =  
| damage     = 80
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = super
| startup   =  
| startup     = 7
| active   =  
| active     = 5
| recovery   =  
| recovery   = 23
| hitadv   =  
| hitadv     = -7
| blockadv   =  
| blockadv   = -9
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Crouch Normals===
===Crouch Normals===
====cr.A====
====crouch A====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cra
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_2a
| name   = crouch A
| name       = crouch A
| input   = cr.A
| input       = 2A
| images   = XV_placeholder.png
| images     = XV_robert_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_2a.png
| damage   =  
| damage     = 25
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 4
| active   =  
| active     = 3
| recovery   =  
| recovery   = 9
| hitadv   =  
| hitadv     = +3
| blockadv   =  
| blockadv   = +1
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cr.B====
====crouch B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_crb
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_2b
| name   = crouch B
| name       = crouch B
| input   = cr.B
| input       = 2B
| images   = XV_placeholder.png
| images     = XV_robert_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_2b.png
| damage   =  
| damage     = 15
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|Low]]
| guard       = Low
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 4
| active   =  
| active     = 3
| recovery   =  
| recovery   = 11
| hitadv   =  
| hitadv     = +1
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cr.C====
====crouch C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_crc
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_2c
| name   = crouch C
| name       = crouch C
| input   = cr.C
| input       = 2C
| images   = XV_placeholder.png
| images     = XV_robert_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_2c.png, XV_robert_2c2.png
| damage   =  
| damage     = 70
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 5
| active   =  
| active     = 5
| recovery   =  
| recovery   = 24
| hitadv   =  
| hitadv     = -8
| blockadv   =  
| blockadv   = -10
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====cr.D====
====crouch D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_crd
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_2d
| name   = crouch D
| name       = crouch D
| input   = cr.D
| input       = 2D
| images   = XV_placeholder.png
| images     = XV_robert_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_2d.png
| damage   =  
| damage     = 80
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|Low]]
| guard       = Low
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 8
| active   =  
| active     = 5
| recovery   =  
| recovery   = 24
| hitadv   =  
| hitadv     = SKD (20: Tech / 47: Non-tech)
| blockadv   =  
| blockadv   = -10
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===jump normals===
===jump normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jha
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_ha
| name   = hop A
| name       = hop A
| header      = yes
| header      = yes
| version   = hop A
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.A
| input       = h.A
| images   = XV_placeholder.png
| images     = XV_robert_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_ha.png
| damage   =  
| damage     = 40
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 4
| active   =  
| active     = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_ja
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_ja
| name   = jump A
| name       = jump A
| header      = yes
| header      = no
| version   = jump A
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.A
| input       = j.A
| images   = XV_placeholder.png
| images     = XV_robert_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_ja.png
| damage   =  
| damage     = 45
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 4
| active   =  
| active     = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop B====
====hop B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jhb
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_hb
| name   = hop B
| name       = hop B
| header      = yes
| header      = yes
| version   = hop B
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.B
| input       = h.B
| images   = XV_placeholder.png
| images     = XV_robert_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_hb.png
| damage   =  
| damage     = 40
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jb
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jb
| name   = jump B
| name       = jump B
| header      = yes
| header      = no
| version   = jump B
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.B
| input       = j.B
| images   = XV_placeholder.png
| images     = XV_robert_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_jb.png
| damage   =  
| damage     = 45
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 12
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop C====
====hop C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jhc
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_hc
| name   = hop C
| name       = hop C
| header      = yes
| header      = yes
| version   = hop C
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.C
| input       = h.C
| images   = XV_placeholder.png
| images     = XV_robert_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_hc.png
| damage   =  
| damage     = 70
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jc
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jc
| name   = jump C
| name       = jump C
| header      = yes
| header      = no
| version   = jump C
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.C
| input       = j.C
| images   = XV_placeholder.png
| images     = XV_robert_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_jc.png
| damage   =  
| damage     = 70
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jhd
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_hd
| name   = hop D
| name       = hop D
| header      = yes
| header      = yes
| version   = hop D
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.D
| input       = h.D
| images   = XV_placeholder.png
| images     = XV_robert_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_hd.png
| damage   =  
| damage     = 70
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 8
| active   =  
| active     = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


====jump D====
====jump D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jd
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jd
| name   = jump D
| name       = jump D
| header      = no
| version    = jump
| orderId    = 2
| input      = j.D
| images      = XV_robert_jd_ima.png
| hitboxes    = XV_robert_jd.png
| damage      = 70
| guard      = High
| cancel      = special
| startup    = 8
| active      = 7
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 70
| guardDamage = 120
}}
 
===rush moves===
====rush 1====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_rush1
| name        = rush 1
| header      = yes
| header      = yes
| version   = jump D
| version     = cl.AA
| orderId   = 2
| orderId     = 1
| input   = j.D
| input       = cl.AA
| images   = XV_placeholder.png
| images     = XV_robert_rush1_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_rush1.png
| damage   =  
| damage     = 50 (25+25)
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|High]]
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 8
| active   =  
| active     =  
| recovery   =  
| recovery   =  
| hitadv   =  
| hitadv     = -12
| blockadv   =  
| blockadv   = -14
| invul   =  
| invul       =  
| stun        =  
| stun        = 60 (30+30)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


====rush 2====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_robert_rush2_ima.png
| hitboxes    = XV_robert_rush2.png
| damage      = 70 (25+25+25)
| guard      = Mid
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -6
| blockadv    = -8
| invul      =
| stun        = 30 (30+0+0)
| guardDamage = 180 (60+60+60)
}}


===Command normals===
===Command normals===
====command input 1====
====Ryuu Hanshu ====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_6b
| name        = Ryuu Hanshu
| input       = 6B
| images      = XV_robert_6b_ima.png
| hitboxes    = XV_robert_6b.png
| damage      = 60 [40]
| guard      = Mid
| cancel      = special
| startup    = 15
| active      = 4
| recovery    = 17
| hitadv      = 0
| blockadv    = -2
| invul      =  
| stun        = 30
| guardDamage = 60
}}


====Kouryuu Koukyaku-Geri====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_6a
| name        = Kouryuu Koukyaku-Geri
| input      = 6A
| images      = XV_robert_6a_ima.png
| hitboxes    = XV_robert_6a.png, XV_robert_6a2.png
| damage      = 60 [45]
| guard      = High [Mid]
| cancel      =
| startup    = 22 [20]
| active      = 4
| recovery    = 17
| hitadv      = +2
| blockadv    = -2
| invul      =
| stun        = 30
| guardDamage = 60
}}


===Blowback===
===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cd
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cd
| name   = Blowback
| name       = Blowback
| input   = CD
| input       = CD
| images   = XV_placeholder.png
| images     = XV_robert_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_cd.png
| damage   =  
| damage     = 75
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   = special
| cancel     = special
| startup   =  
| startup     = 14
| active   =  
| active     = 5
| recovery   =  
| recovery   = 19
| hitadv   =  
| hitadv     = Splat (+76~+92)
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul       =  
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


====ShatterStrike====
====Shatterstrike====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_236cd
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_236cd
| name   = ShatterStrike
| name       = Shatterstrike
| input   = 236CD
| input       = 236CD
| images   = XV_placeholder.png
| images     = XV_robert_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes    = XV_robert_236cd.png, XV_robert_236cd2.png
| damage   =  
| damage      = 75
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = Mid
| cancel   =  
| cancel      =
| startup   =  
| startup    = 15
| active   =  
| active      = 6
| recovery   =  
| recovery    = 27
| hitadv   =  
| hitadv      = Crumple (+93)
| blockadv   =  
| blockadv    = -10
| invul   =  
| invul      =
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_robert_214cd_ima.png
| hitboxes   = XV_robert_214cd.png, XV_robert_214cd2.png
| damage     = 100
| guard       = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel     =  
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}
====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jhcd
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_hcd
| name   = hop CD
| name       = hop CD
| header      = yes
| header      = yes
| version   = hop CD
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = jh.CD
| input       = h.CD
| images   = XV_placeholder.png
| images     = XV_robert_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_robert_hcd.png
| damage   =  
| damage     = 75
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 14
| active   =  
| active     = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jcd
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_jcd
| name   = jump CD
| name       = jump CD
| header      = no
| version    = jump
| orderId    = 2
| input      = j.CD
| images      = XV_robert_jcd_ima.png
| hitboxes    = XV_robert_jcd.png
| damage      = 75
| guard      = Mid
| cancel      = special
| startup    = 14
| active      = 7
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 140
}}
 
===Throws===
====Ryuuchou Kyaku====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cthrow
| name        = Ryuuchou Kyaku
| input      = (close) 4/6C
| images      = XV_robert_cthrow_ima.png
| hitboxes    = XV_robert_cthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (+50)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====Kubikiri Nage====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_dthrow
| name        = Kubikiri Nage
| input      = (close) 4/6D
| images      = XV_robert_dthrow_ima.png
| hitboxes    = XV_robert_dthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (+26)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
==Specials==
===Ryuu-Geki Ken===
====236A====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_236a
| name        = Ryuu-Geki Ken
| header      = yes
| header      = yes
| version   = jump CD
| version     = A
| orderId   = 2
| orderId     = 1
| input   = j.CD
| input      = 236A
| images   = XV_placeholder.png
| images      = XV_robert_236a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes    = XV_robert_236a.png, XV_robert_236a2.png
| damage   =  
| damage      = 65
| guard   = [[The_Robert Garcia_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = Mid
| cancel   =  
| cancel      = super
| startup   =  
| startup    = 15
| active   =  
| active      = Full Screen Projectile
| recovery   =  
| recovery    = 32
| hitadv   =  
| hitadv      = -6 (Close) to 26 (Max Range)
| blockadv   =  
| blockadv    = -8 (Close) to 24 (Max Range)
| invul   =  
| invul      =
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
 
====236C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_236c
| name        = Ryuu-Geki Ken
| header      = no
| version    = C
| orderId    = 2
| input       = 236C
| images      = XV_robert_236c_ima.png
| hitboxes    = XV_robert_236a.png, XV_robert_236a2.png
| damage      = 65
| guard      = Mid
| cancel      = super
| startup    = 14
| active      = Full Screen Projectile
| recovery    = 37
| hitadv      = -11 (Close) to 24 (Max Range)
| blockadv    = -13 (Close) to 24 (Max Range)
| invul      =
| stun        = 60
| guardDamage = 60
}}
 
====236AC====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_236ac
| name        = Ryuu-Geki Ken
| header      = no
| version    = AC
| orderId    = 3
| input      = 236AC
| images     = XV_robert_236ac_ima.png
| hitboxes   = XV_robert_236ac.png, XV_robert_236ac2.png
| damage     = 87 (40+50)
| guard       = Mid
| cancel      =
| startup    = 15
| active      = Full Screen Projectile
| recovery    = 32
| hitadv      = SKD (42: Tech / 69: Non-tech)
| blockadv    = 1 (Close) to 20 (Max Range)
| invul      =
| stun        = 0
| guardDamage = 60 (30+30)
}}
 
===Ryuuga===
====623A====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_623a
| name        = Ryuuga
| header      = yes
| version    = A
| orderId    = 1
| input      = 623A
| images      = XV_robert_623a_ima.png
| hitboxes    = XV_robert_623a.png, XV_robert_623a2.png, XV_robert_623a3.png
| damage      = 70 [45]
| guard      = Mid
| cancel      = super
| startup    = 4
| active      = 10
| recovery    = 36 (11 on ground)
| hitadv      = SKD (21: Tech / 48: Non-tech)
| blockadv    = -27
| invul      = Full body against Physical Air Strike: 1 to 5 (5 Frames) / Throw Invincible: 1 to 5 (5 Frames)
| stun        = 60 [40]
| guardDamage = 80
}}
 
====623C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_623c
| name        = Ryuuga
| header      = no
| version    = C
| orderId    = 2
| input      = 623C
| images      = XV_robert_623a_ima.png
| hitboxes    = XV_robert_623c.png, XV_robert_623c2.png, XV_robert_623c3.png
| damage      = 112 (70+45)
| guard      = Mid
| cancel      = super (1)
| startup    = 6
| active      = 15
| recovery    = 39 (13 on ground)
| hitadv      = SKD (20: Tech / 47: Non-tech)
| blockadv    = -30
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 100 (60+40)
| guardDamage = 120 (80+40)
}}
 
====623AC====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_623ac
| name        = Ryuuga
| header      = no
| version    = AC
| orderId    = 3
| input      = 623AC
| images      = XV_robert_623a_ima.png
| hitboxes    = XV_robert_623ac.png, XV_robert_623ac2.png, XV_robert_623ac3.png
| damage      = 174 (70+30+30+30+30)
| guard      = Mid
| cancel      =
| startup    = 4
| active      = 16
| recovery    = 44 (9 on ground)
| hitadv      = SKD (31: Tech / 58: Non-tech)
| blockadv    = -36
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| guardDamage = 120+ (80+20+20+...)
}}
 
===Hien Senpuu Kyaku===
====214B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_214b
| name        = Hien Senpuu Kyaku
| header      = yes
| version    = B
| orderId    = 1
| input      = 214B
| images      = XV_robert_214b_ima.png
| hitboxes    = XV_robert_214b.png, XV_robert_214b2.png, XV_robert_214b3.png
| damage      = 94 (30+30+40)
| guard      = Mid
| cancel      =
| startup    = 10
| active      = 2 (5) 2 (6) 2
| recovery    = 22 (11 on ground)
| hitadv      = SKD (31: Tech* / 58: Non-tech)
| blockadv    = -5
| invul      =
| stun        = 100 (20+20+60)
| guardDamage = 80 (30+30+20)
}}
 
====214D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_214d
| name        = Hien Senpuu Kyaku
| header      = no
| version    = D
| orderId    = 2
| input      = 214D
| images      = XV_robert_214b_ima.png
| hitboxes    = XV_robert_214d.png, XV_robert_214d2.png, XV_robert_214d3.png, XV_robert_214d4.png
| damage      = 119 (30+30+30+40)
| guard      = Mid
| cancel      =
| startup    = 12
| active      = 2 (6) 2 (6) 2 (6) 3
| recovery    = 23 (16 on ground)
| hitadv      = SKD (28: Tech / 55: Non-tech)
| blockadv    = -7
| invul      =
| stun        = 120 (20+20+20+60)
| guardDamage = 110 (30+30+30+20)
}}
 
====214BD====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_214bd
| name        = Hien Senpuu Kyaku
| header      = no
| version    = BD
| orderId    = 3
| input      = 214BD
| images      = XV_robert_214b_ima.png
| hitboxes    = XV_robert_214bd.png, XV_robert_214bd2.png, XV_robert_214bd3.png, XV_robert_214bd4.png, XV_robert_214bd5.png
| damage      = 99 (20+15+15+15+50)
| guard      = Mid
| cancel      =
| startup    = 10
| active      = 2 (3) 2 (3) 2 (3) 2 (18) 5
| recovery    = 22 (20 on ground)
| hitadv      = SKD (46: Tech / 73: Non-tech)
| blockadv    = -8
| invul      =
| stun        = 0
| guardDamage = 110 (20+20+20+20+30)
}}
 
===Hien Ryuujin Kyaku (air)===
====j.214B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_j214b
| name        = Hien Ryuujin Kyaku (air)
| header      = yes
| version    = B
| orderId    = 1
| input      = j.214B
| images      = XV_robert_j214b_ima.png
| hitboxes    = XV_robert_j214b.png
| damage      = 60
| guard      = Mid
| cancel      =
| startup    = 16
| active      = Active until on ground
| recovery    = 15
| hitadv      = SKD (+42) best
| blockadv    = 0 (Lowest height) to -11 (Highest height)
| invul      =
| stun        = 80
| guardDamage = 60
}}
 
====j.214D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_j214d
| name        = Hien Ryuujin Kyaku (air)
| header      = no
| version    = D
| orderId    = 2
| input      = j.214D
| images      = XV_robert_j214b_ima.png
| hitboxes    = XV_robert_j214b.png
| damage      = 60
| guard      = Mid
| cancel      =
| startup    = 16
| active      = Active until on ground
| recovery    = 15
| hitadv      = SKD (+42) best
| blockadv    = 0 (Lowest height) to -11 (Highest height)
| invul      =
| stun        = 80
| guardDamage = 60
}}
 
====j.214BD====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_j214bd
| name        = Hien Ryuujin Kyaku (air)
| header      = no
| version    = BD
| orderId    = 3
| input      = j.214BD
| images      = XV_robert_j214b_ima.png
| hitboxes    = XV_robert_j214bd.png
| damage      = 100
| guard      = Mid
| cancel      =
| startup    = 16
| active      = Active until on ground
| recovery    = 16
| hitadv      = SKD (+53) best
| blockadv    = 1 (Lowest height) to -8 (Highest height)
| invul      =
| stun        = 0
| guardDamage = 80
}}
 
===Gen-ei Kyaku===
====646B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_646b
| name        = Gen-ei Kyaku
| header      = yes
| version    = B
| orderId    = 1
| input      = 646B
| images      = XV_robert_646b_ima.png
| hitboxes    = XV_robert_646b.png, XV_robert_646b2.png, XV_robert_646b3.png
| damage      = 130 (0+8+9+8+9+8+9+8+9+8+9+8+9+8+20) Min:60
| guard      = Mid
| cancel      = super
| startup    = 15
| active      = 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1
| recovery    = 38
| hitadv      = SKD (34: Tech / 61: Non-tech)
| blockadv    = -62
| invul      =
| stun        = 0
| guardDamage = <20
}}
 
====646D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_646d
| name        = Gen-ei Kyaku
| header      = no
| version    = D
| orderId    = 2
| input      = 646D
| images      = XV_robert_646b_ima.png
| hitboxes    = XV_robert_646b.png, XV_robert_646b2.png, XV_robert_646b3.png
| damage      = 130 (0+8+9+8+9+8+9+8+9+8+9+8+9+8+20) Min:60
| guard      = Mid
| cancel     = super
| startup     = 15
| active     = 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1
| recovery   = 38
| hitadv     = SKD (34: Tech / 61: Non-tech)
| blockadv   = -62
| invul       =  
| stun        = 0
| guardDamage = <20
}}
}}


====646BD====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_646bd
| name        = Gen-ei Kyaku
| header      = no
| version    = BD
| orderId    = 3
| input      = 646BD
| images      = XV_robert_646b_ima.png
| hitboxes    = XV_robert_646bd.png, XV_robert_646bd2.png, XV_robert_646bd3.png
| damage      = 123 (0+8+8+8+8+8+8+8+(8*7)+50) Min:86
| guard      = Mid
| cancel      =
| startup    = 9
| active      = 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1
| recovery    = 38
| hitadv      = HKD (+74)
| blockadv    = -20
| invul      =
| stun        = 0
| guardDamage = 50
}}


===Throws===
===Ryuuren • Gen-ei Kyaku===
====forward throw====
====41236B====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_41236b
| name        = Ryuuren • Gen-ei Kyaku
| header      = yes
| version    = B
| orderId    = 1
| input      = 41236B
| images      = XV_robert_41236b_ima.png
| hitboxes    = XV_robert_41236b.png
| damage      = 108 / Min:31
| guard      = N/A
| cancel      =
| startup    = 7
| active      = 1
| recovery    = 46
| hitadv      = SKD (35: Tech / 62: Non-tech)
| blockadv    = Unblockable
| invul      = Full Body: 7 (1 Frame)
| stun        = 0
| guardDamage = 0
}}


====back throw====
====41236D====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_41236d
| name        = Ryuuren • Gen-ei Kyaku
| header      = no
| version    = D
| orderId    = 2
| input      = 41236D
| images      = XV_robert_41236b_ima.png
| hitboxes    = XV_robert_41236b.png
| damage      = 108 / Min:31
| guard      = N/A
| cancel      =
| startup    = 7
| active      = 1
| recovery    = 46
| hitadv      = SKD (35: Tech / 62: Non-tech)
| blockadv    = Unblockable
| invul      = Full Body: 7 (1 Frame)
| stun        = 0
| guardDamage = 0
}}


==Specials==
====41236BD====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_41236bd
| name        = Ryuuren • Gen-ei Kyaku
| header      = no
| version    = BD
| orderId    = 3
| input      = 41236BD
| images      = XV_robert_41236bd_ima.png
| hitboxes    = XV_robert_41236bd.png
| damage      = 93 / Min:36
| guard      = N/A
| cancel      =
| startup    = 7
| active      = 1
| recovery    = 44
| hitadv      = Juggle - HKD (+61)
| blockadv    = Unblockable
| invul      = Full Body: 7 (1 Frame)
| stun        = 0
| guardDamage = 0
}}


==Supers==
==Supers==
===Haoh Shoukou Ken===
====641236A/C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_641236p
| name        = Haoh Shoukou Ken
| header      = yes
| version    = A or C
| orderId    = 1
| input      = 641236A/C
| images      = XV_robert_641236p_ima.png
| hitboxes    = XV_robert_641236p.png, XV_robert_641236p2.png
| damage      = 180 (min 90)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 17
| active      = Full Screen Projectile
| recovery    = 61
| hitadv      = HKD (+49)
| blockadv    = -30 (Close) to 2 (Max Range)
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}
====641236AC====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_641236ac
| name        = Haoh Shoukou Ken
| header      = no
| version    = AC
| orderId    = 2
| input      = 641236AC
| images      = XV_robert_641236p_ima.png
| hitboxes    = XV_robert_641236ac.png, XV_robert_641236ac2.png
| damage      = 320 (55*4+100)
| guard      = Mid
| cancel      = climax
| startup    = 12
| active      = Full Screen Projectile
| recovery    = 79
| hitadv      = HKD (+51)
| blockadv    = -28 (Close) to -13 (Max Range)
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
===Ryuuko Ranbu===
====2363214A====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_2363214a
| name        = Ryuuko Ranbu
| header      = yes
| version    = A
| orderId    = 1
| input      = 2363214A
| images      = XV_robert_2363214p_ima.png
| hitboxes    = XV_robert_2363214p.png
| damage      = 200 (10*13+25+45)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 8
| active      = 16
| recovery    = 31
| hitadv      = HKD (+49)
| blockadv    = -29
| invul      = Full Body: 1 to 4 (4 Frames)
| stun        =
| guardDamage =
}}
====2363214C====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_2363214c
| name        = Ryuuko Ranbu
| header      = no
| version    = C
| orderId    = 2
| input      = 2363214C
| images      = XV_robert_2363214p_ima.png
| hitboxes    = XV_robert_2363214p.png
| damage      = 200 (10*13+25+45)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 16
| active      = 16
| recovery    = 31
| hitadv      = HKD (+49)
| blockadv    = -29
| invul      = Full Body: 1 to 5 (5 Frames)
| stun        =
| guardDamage =
}}
====2363214AC====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_2363214ac
| name        = Ryuuko Ranbu
| header      = no
| version    = AC
| orderId    = 3
| input      = 2363214AC
| images      = XV_robert_2363214p_ima.png
| hitboxes    = XV_robert_2363214ac.png
| damage      = 334 (10*9+8*19+20+80)
| guard      = Mid
| cancel      = climax
| startup    = 8
| active      = 16
| recovery    = 31
| hitadv      = HKD (+44)
| blockadv    = -29
| invul      = Full Body: 1 to 23 (23 Frames)
| stun        =
| guardDamage =
}}


===Climax super===
===Climax super===
====2141236CD====
{{MoveData-KOFXV | character = Robert Garcia | moveId = robert_2141236cd
| name        = Mu-Ei Senpuu Ryuu Zanshou
| input      = 2141236CD
| images      = XV_robert_2141236cd_ima.png
| hitboxes    = XV_robert_2141236cd.png
| damage      = 440 (75+14*8+20+14*9+130) Min:231
| guard      = Mid
| cancel      =
| startup    = 10
| active      = 5
| recovery    = 34
| hitadv      = HKD (+1)
| blockadv    = -20
| invul      = Full Body: 1 to 14 (14 Frames)
| stun        = 0
| guardDamage = 0
}}




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

Latest revision as of 04:56, 22 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Robert Garcia
robert_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
25Midcommand438+4+2-3060


close B

Robert Garcia
robert_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
30Midsuper648+3+1-3060


close C

Robert Garcia
robert_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
70Midcommand5515+1-1-70120


close D

Robert Garcia
robert_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 (40+40)Midcommand61413+20-70120


Far Standing Normals

far A

Robert Garcia
robert_fa
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial539+3+1-3060


far B

Robert Garcia
robert_fb
f.B
f.B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper73120-2-3060


far C

Robert Garcia
robert_fc
f.C
f.C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial75160-2-70120


far D

Robert Garcia
robert_fd
f.D
f.D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper7523-7-9-70120


Crouch Normals

crouch A

Robert Garcia
robert_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand439+3+1-3060


crouch B

Robert Garcia
robert_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowcommand4311+1-1-3060


crouch C

Robert Garcia
robert_2c
2C
2C
crouch C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Mid-5524-8-10-70120


crouch D

Robert Garcia
robert_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand8524SKD (20: Tech / 47: Non-tech)-10-70120


jump normals

hop A

Robert Garcia
robert_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
40Highspecial461 on ground---3050


jump A

Robert Garcia
robert_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
45Highspecial481 on ground---3060


hop B

Robert Garcia
robert_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
40Highspecial691 on ground---3050


jump B

Robert Garcia
robert_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
45Highspecial6121 on ground---3060


hop C

Robert Garcia
robert_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
70Highspecial671 on ground---70100


jump C

Robert Garcia
robert_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
70Highspecial671 on ground---70120


hop D

Robert Garcia
robert_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
70Highspecial871 on ground---70100


jump D

Robert Garcia
robert_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
70Highspecial871 on ground---70120


rush moves

rush 1

Robert Garcia
robert_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50 (25+25)Mid-8---12-14-60 (30+30)120 (60+60)


rush 2

Robert Garcia
robert_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-6---6-8-30 (30+0+0)180 (60+60+60)


Command normals

Ryuu Hanshu

Robert Garcia
robert_6b
6B
6B
Ryuu Hanshu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 [40]Midspecial154170-2-3060


Kouryuu Koukyaku-Geri

Robert Garcia
robert_6a
6A
6A
Kouryuu Koukyaku-Geri

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 [45]High [Mid]-22 [20]417+2-2-3060


Blowback

Blowback

Robert Garcia
robert_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
75Midspecial14519Splat (+76~+92)-1-100160


Shatterstrike

Robert Garcia
robert_236cd
236CD
236CD
Shatterstrike

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


AdvanceStrike

Robert Garcia
robert_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

Robert Garcia
robert_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
75Midspecial1461 on ground---80120


jump CD

Robert Garcia
robert_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
75Midspecial1471 on ground---80140


Throws

Ryuuchou Kyaku

Robert Garcia
robert_cthrow
(close) 4/6C
(close) 4/6C
Ryuuchou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+50)Unblockable-00


Kubikiri Nage

Robert Garcia
robert_dthrow
(close) 4/6D
(close) 4/6D
Kubikiri Nage
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, 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
100N/A-110HKD (+26)Unblockable-00


Specials

Ryuu-Geki Ken

236A

Robert Garcia
robert_236a
236A
236A
Ryuu-Geki Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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
65Midsuper15Full Screen Projectile32-6 (Close) to 26 (Max Range)-8 (Close) to 24 (Max Range)-6060


236C

Robert Garcia
robert_236c
236C
236C
Ryuu-Geki Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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
65Midsuper14Full Screen Projectile37-11 (Close) to 24 (Max Range)-13 (Close) to 24 (Max Range)-6060


236AC

Robert Garcia
robert_236ac
236AC
236AC
Ryuu-Geki Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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
87 (40+50)Mid-15Full Screen Projectile32SKD (42: Tech / 69: Non-tech)1 (Close) to 20 (Max Range)-060 (30+30)


Ryuuga

623A

Robert Garcia
robert_623a
623A
623A
Ryuuga


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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 [45]Midsuper41036 (11 on ground)SKD (21: Tech / 48: Non-tech)-27Full body against Physical Air Strike: 1 to 5 (5 Frames) / Throw Invincible: 1 to 5 (5 Frames)60 [40]80


623C

Robert Garcia
robert_623c
623C
623C
Ryuuga


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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
112 (70+45)Midsuper (1)61539 (13 on ground)SKD (20: Tech / 47: Non-tech)-30Full Body: 1 to 10 (10 Frames)100 (60+40)120 (80+40)


623AC

Robert Garcia
robert_623ac
623AC
623AC
Ryuuga


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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
174 (70+30+30+30+30)Mid-41644 (9 on ground)SKD (31: Tech / 58: Non-tech)-36Full Body: 1 to 11 (11 Frames)0120+ (80+20+20+...)


Hien Senpuu Kyaku

214B

Robert Garcia
robert_214b
214B
214B
Hien Senpuu Kyaku


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
94 (30+30+40)Mid-102 (5) 2 (6) 222 (11 on ground)SKD (31: Tech* / 58: Non-tech)-5-100 (20+20+60)80 (30+30+20)


214D

Robert Garcia
robert_214d
214D
214D
Hien Senpuu Kyaku



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
119 (30+30+30+40)Mid-122 (6) 2 (6) 2 (6) 323 (16 on ground)SKD (28: Tech / 55: Non-tech)-7-120 (20+20+20+60)110 (30+30+30+20)


214BD

Robert Garcia
robert_214bd
214BD
214BD
Hien Senpuu Kyaku




Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
99 (20+15+15+15+50)Mid-102 (3) 2 (3) 2 (3) 2 (18) 522 (20 on ground)SKD (46: Tech / 73: Non-tech)-8-0110 (20+20+20+20+30)


Hien Ryuujin Kyaku (air)

j.214B

Robert Garcia
robert_j214b
j.214B
j.214B
Hien Ryuujin Kyaku (air)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-16Active until on ground15SKD (+42) best0 (Lowest height) to -11 (Highest height)-8060


j.214D

Robert Garcia
robert_j214d
j.214D
j.214D
Hien Ryuujin Kyaku (air)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-16Active until on ground15SKD (+42) best0 (Lowest height) to -11 (Highest height)-8060


j.214BD

Robert Garcia
robert_j214bd
j.214BD
j.214BD
Hien Ryuujin Kyaku (air)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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-16Active until on ground16SKD (+53) best1 (Lowest height) to -8 (Highest height)-080


Gen-ei Kyaku

646B

Robert Garcia
robert_646b
646B
646B
Gen-ei Kyaku


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
130 (0+8+9+8+9+8+9+8+9+8+9+8+9+8+20) Min:60Midsuper151 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 138SKD (34: Tech / 61: Non-tech)-62-0<20


646D

Robert Garcia
robert_646d
646D
646D
Gen-ei Kyaku


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
130 (0+8+9+8+9+8+9+8+9+8+9+8+9+8+20) Min:60Midsuper151 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 138SKD (34: Tech / 61: Non-tech)-62-0<20


646BD

Robert Garcia
robert_646bd
646BD
646BD
Gen-ei Kyaku


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
123 (0+8+8+8+8+8+8+8+(8*7)+50) Min:86Mid-91 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 138HKD (+74)-20-050


Ryuuren • Gen-ei Kyaku

41236B

Robert Garcia
robert_41236b
41236B
41236B
Ryuuren • Gen-ei Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
108 / Min:31N/A-7146SKD (35: Tech / 62: Non-tech)UnblockableFull Body: 7 (1 Frame)00


41236D

Robert Garcia
robert_41236d
41236D
41236D
Ryuuren • Gen-ei Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
108 / Min:31N/A-7146SKD (35: Tech / 62: Non-tech)UnblockableFull Body: 7 (1 Frame)00


41236BD

Robert Garcia
robert_41236bd
41236BD
41236BD
Ryuuren • Gen-ei Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
93 / Min:36N/A-7144Juggle - HKD (+61)UnblockableFull Body: 7 (1 Frame)00


Supers

Haoh Shoukou Ken

641236A/C

Robert Garcia
robert_641236p
641236A/C
641236A/C
Haoh Shoukou Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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
180 (min 90)Midadvanced, climax17Full Screen Projectile61HKD (+49)-30 (Close) to 2 (Max Range)Full Body: 1 to 3 (3 Frames)00


641236AC

Robert Garcia
robert_641236ac
641236AC
641236AC
Haoh Shoukou Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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
320 (55*4+100)Midclimax12Full Screen Projectile79HKD (+51)-28 (Close) to -13 (Max Range)Full Body: 1 (1 Frame)00


Ryuuko Ranbu

2363214A

Robert Garcia
robert_2363214a
2363214A
2363214A
Ryuuko Ranbu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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 (10*13+25+45)Midadvanced, climax81631HKD (+49)-29Full Body: 1 to 4 (4 Frames)--


2363214C

Robert Garcia
robert_2363214c
2363214C
2363214C
Ryuuko Ranbu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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 (10*13+25+45)Midadvanced, climax161631HKD (+49)-29Full Body: 1 to 5 (5 Frames)--


2363214AC

Robert Garcia
robert_2363214ac
2363214AC
2363214AC
Ryuuko Ranbu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is 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
334 (10*9+8*19+20+80)Midclimax81631HKD (+44)-29Full Body: 1 to 23 (23 Frames)--


Climax super

2141236CD

Robert Garcia
robert_2141236cd
2141236CD
2141236CD
Mu-Ei Senpuu Ryuu Zanshou
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
440 (75+14*8+20+14*9+130) Min:231Mid-10534HKD (+1)-20Full Body: 1 to 14 (14 Frames)00