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The King of Fighters XV/Andy Bogard/Data: Difference between revisions
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Line 5: | Line 5: | ||
| name = close A | | name = close A | ||
| input = cl.A | | input = cl.A | ||
| images = | | images = XV_andy_cla_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_c5A_box.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 9 | ||
| hitadv = +3 | | hitadv = +3 | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 24: | Line 24: | ||
| name = close B | | name = close B | ||
| input = cl.B | | input = cl.B | ||
| images = | | images = XV_andy_clb_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_c5B_box.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 43: | Line 43: | ||
| name = close C | | name = close C | ||
| input = cl.C | | input = cl.C | ||
| images = | | images = XV_andy_clc_1_ima.png, XV_andy_clc_2_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_c5C_box.png, XV_Andy_c5C_box_1.png | ||
| damage = 35 | | damage = 70 (35+35) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 16 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = 0 | | blockadv = -0 | ||
| invul = | | invul = | ||
| stun = 35 | | stun = 70 (35+35) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 62: | Line 62: | ||
| name = close D | | name = close D | ||
| input = cl.D | | input = cl.D | ||
| images = | | images = XV_andy_cld_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_c5D_box.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 14 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
==== | ====far A==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fa | ||
| name = | | name = far A | ||
| input = A | | input = A | ||
| images = | | images = XV_andy_fa_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_f5A_box.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 11 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far B==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fb | ||
| name = | | name = far B | ||
| input = B | | input = B | ||
| images = | | images = XV_andy_fb_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_f5B_box.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +3 | | hitadv = +3 | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far C==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fc | ||
| name = | | name = far C | ||
| input = C | | input = C | ||
| images = | | images = XV_andy_fc_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_f5C_box.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 19 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====far D==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fd | ||
| name = | | name = far D | ||
| input = D | | input = D | ||
| images = | | images = XV_andy_fd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_f5D_box.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 19 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 159: | Line 159: | ||
| name = crouch A | | name = crouch A | ||
| input = 2A | | input = 2A | ||
| images = | | images = XV_andy_2a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_2A_box.png | ||
| damage = | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +1 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 178: | Line 178: | ||
| name = crouch B | | name = crouch B | ||
| input = 2B | | input = 2B | ||
| images = | | images = XV_andy_2b_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_2B_box.png | ||
| damage = | | damage = 15 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 11 | ||
| hitadv = | | hitadv = +1 | ||
| blockadv = | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
Line 197: | Line 197: | ||
| name = crouch C | | name = crouch C | ||
| input = 2C | | input = 2C | ||
| images = | | images = XV_andy_2c_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_2C_box.png | ||
| damage = | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 6 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 13 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 216: | Line 216: | ||
| name = crouch D | | name = crouch D | ||
| input = 2D | | input = 2D | ||
| images = | | images = XV_andy_2d_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_2D_box.png | ||
| damage = | | damage = 80 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = special | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = SKD (25: Tech / 52: Non-tech) | ||
| blockadv = | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 239: | Line 239: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.A | | input = h.A | ||
| images = | | images = XV_andy_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_hopA_box.png | ||
| damage = | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
Line 261: | Line 261: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.A | | input = j.A | ||
| images = | | images = XV_andy_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_jA_box.png | ||
| damage = | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 283: | Line 283: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.B | | input = h.B | ||
| images = | | images = XV_andy_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_hopB_box.png | ||
| damage = | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
Line 305: | Line 305: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.B | | input = j.B | ||
| images = | | images = XV_andy_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_jB_box.png | ||
| damage = | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 327: | Line 327: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.C | | input = h.C | ||
| images = | | images = XV_andy_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_hopC_box.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 349: | Line 349: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.C | | input = j.C | ||
| images = | | images = XV_andy_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_jC_box.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 371: | Line 371: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.D | | input = h.D | ||
| images = | | images = XV_andy_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_hopD_box.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 393: | Line 393: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.D | | input = j.D | ||
| images = | | images = XV_andy_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_jD_box.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 413: | Line 413: | ||
| name = Hirate Uchi | | name = Hirate Uchi | ||
| input = 4/6A | | input = 4/6A | ||
| images = | | images = XV_andy_6a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_6A_box.png, XV_Andy_6A_box2.png, XV_Andy_6A_box_cancel.png, XV_Andy_6A_box_cancel2.png | ||
| damage = 55 | | damage = 55 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 19 | | startup = 19 [11] | ||
| active = | | active = 4 [2] | ||
| recovery = | | recovery = 15 [19] | ||
| hitadv = +2 [0] | | hitadv = +2 [0] | ||
| blockadv = 0 [-2] | | blockadv = 0 [-2] | ||
| invul = Upper Body: 1 to 16 (16 Frames) | |||
| stun = 60 | |||
| guardDamage = 80 | |||
}} | |||
====Genei Shiranui==== | |||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_j2d | |||
| name = Genei Shiranui | |||
| input = j.2D | |||
| images = XV_andy_j2d_ima.png | |||
| hitboxes = XV_Andy_j2D_box.png | |||
| damage = N/A | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 8 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | | invul = | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | |||
====Target combo 1==== | |||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_bd | |||
| name = Target combo 1 | |||
| input = B~D | |||
| images = XV_andy_bd_ima.png, XV_andy_bd_2_ima.png | |||
| hitboxes = XV_Andy_TargetComboD_box.png | |||
| damage = 106 (30+80) | |||
| guard = Mid | |||
| cancel = special | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 24 | |||
| hitadv = Juggle - SKD (35: Tech / 75: Non-tech) | |||
| blockadv = -9 | |||
| invul = | |||
| stun = 100 (30+70) | |||
| guardDamage = 180 (60+120) | |||
}} | }} | ||
Line 433: | Line 471: | ||
| name = Blowback | | name = Blowback | ||
| input = CD | | input = CD | ||
| images = | | images = XV_andy_cd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_5CD_box.png | ||
| damage = | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 23 | ||
| hitadv = - | | hitadv = Wall Splat - HKD (gnd) (72 to 89) | ||
| blockadv = | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = | | stun = 100 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | }} | ||
Line 452: | Line 490: | ||
| name = Shatterstrike | | name = Shatterstrike | ||
| input = 236CD | | input = 236CD | ||
| images = | | images = XV_andy_236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_236CD_box.png, XV_Andy_236CD_box2.png | ||
| damage = | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = -10 | | hitadv = Crumple - HKD (93) | ||
| blockadv = | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 200 | ||
}} | |||
====Advance Strike==== | |||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_214cd | |||
| name = Advance Strike | |||
| input = 214CD | |||
| images = XV_andy_cd_ima.png | |||
| hitboxes = XV_Andy_214CD_box_1.png, XV_Andy_214CD_box.png | |||
| damage = 100 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (whiff) | |||
| hitadv = HKD (68) | |||
| blockadv = +3 | |||
| invul = Armor: 7 to 33 (27 frames), Throw Counter: 4 to 27 (24 frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | }} | ||
Line 474: | Line 531: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.CD | | input = h.CD | ||
| images = | | images = XV_andy_hcd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_hopCD_box.png, XV_Andy_hopCD_box_1.png, XV_Andy_hopCD_box_2.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 140 | ||
}} | }} | ||
Line 496: | Line 553: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.CD | | input = j.CD | ||
| images = | | images = XV_andy_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_jCD_box.png, XV_Andy_jCD_box2.png, XV_Andy_jCD_box3.png, XV_Andy_jCD_box4.png | ||
| damage = | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 12 | | startup = 12 | ||
| active = 6 | |||
| recovery = 1 on ground | |||
| hitadv = SKD | |||
| blockadv = | |||
| invul = | |||
| stun = 80 | |||
| guardDamage = 160 | |||
}} | |||
===Rush=== | |||
====rush 1==== | |||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_rush1 | |||
| name = rush 1 | |||
| header = yes | |||
| version = cl.AA | |||
| orderId = 1 | |||
| input = Rush 1 | |||
| images = XV_andy_rush1_ima.png | |||
| hitboxes = XV_Andy_Autocombo_box.png | |||
| damage = 48 (25+25) | |||
| guard = Mid | |||
| cancel = 6 | |||
| startup = | |||
| active = | | active = | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = -4 | ||
| blockadv = | | blockadv = -6 | ||
| invul = | |||
| stun = 30 | |||
| guardDamage = 120 (60+60) | |||
}} | |||
====rush 2==== | |||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_rush2 | |||
| name = rush 2 | |||
| header = no | |||
| version = cl.AAX | |||
| orderId = 2 | |||
| input = Rush 2 | |||
| images = XV_andy_rush2_ima.png | |||
| hitboxes = XV_Andy_Autocombo_box_1.png | |||
| damage = 70 (25+25+25) | |||
| guard = Mid | |||
| cancel = 6 | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = -6 | |||
| blockadv = -8 | |||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 180 (60+60+60) | ||
}} | }} | ||
===Throws=== | ===Throws=== | ||
==== | ====Kakaekomi Nage (Forward)==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_cthrow | ||
| name | | name = Kakaekomi Nage (Forward) | ||
| input | | input = (close) 4/6C | ||
| images | | images = XV_andy_cthrow_ima.png | ||
| hitboxes | | hitboxes = XV_Andy_ThrowC_box.png | ||
| damage | | damage = 100 | ||
| guard | | guard = N/A | ||
| cancel | | cancel = | ||
| startup | | startup = 1 | ||
| active | | active = 1 | ||
| recovery | | recovery = 0 | ||
| hitadv | | hitadv = HKD (+50) | ||
| blockadv | | blockadv = Unblockable | ||
| invul | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
==== | |||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | ====Kakaekomi Nage (Backward)==== | ||
| name | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_dthrow | ||
| input | | name = Kakaekomi Nage (Backward) | ||
| images | | input = (close) 4/6D | ||
| hitboxes | | images = XV_andy_dthrow_ima.png | ||
| damage | | hitboxes = XV_Andy_ThrowD_box.png | ||
| guard | | damage = 100 | ||
| cancel | | guard = N/A | ||
| startup | | cancel = | ||
| active | | startup = 1 | ||
| recovery | | active = 1 | ||
| hitadv | | recovery = 0 | ||
| blockadv | | hitadv = HKD (+47) | ||
| invul | | blockadv = Unblockable | ||
| stun = | | invul = | ||
| guardDamage = | | stun = 0 | ||
| guardDamage = 0 | |||
}} | }} | ||
==Specials== | ==Specials== | ||
===Zan-ei Ken=== | |||
====236A==== | ====236A==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_236a | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_236a | ||
Line 557: | Line 661: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236A | | input = 236A | ||
| images = | | images = XV_andy_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_236A_box.png, XV_Andy_236A_box_1.png | ||
| damage = | | damage = 60 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 10 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 22 | ||
| hitadv = | | hitadv = SKD (Tech: +30 / Non-tech: +57) | ||
| blockadv = | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
====236C==== | ====236C==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_236c | ||
| name = Zan-ei Ken | | name = Zan-ei Ken | ||
| header = no | | header = no | ||
Line 579: | Line 683: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236C | | input = 236C | ||
| images = | | images = XV_andy_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_236C_box.png, XV_Andy_236C_box_1.png | ||
| damage = | | damage = 100 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 16 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = SKD (Tech: +25 / Non-tech: +52) | ||
| blockadv = | | blockadv = -10 | ||
| invul = | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 601: | Line 705: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236AC | | input = 236AC | ||
| images = | | images = XV_andy_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_236AC_box.png, XV_Andy_236AC_box_1.png | ||
| damage = | | damage = 140 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 15 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 22 | ||
| hitadv = | | hitadv = Wall splat - HKD (gnd) (76 to 92) | ||
| blockadv = | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | }} | ||
==== | ===Kuuha Dan=== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | ====41236B==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_41236b | |||
| name = Kuuha Dan | | name = Kuuha Dan | ||
| header = yes | | header = yes | ||
| version = B | | version = B | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 41236B | ||
| images = | | images = XV_andy_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_41236B_box.png, XV_Andy_41236B_box_1.png, XV_Andy_41236B_box_2.png, XV_Andy_41236B_box_3.png, XV_Andy_41236B_box_4.png | ||
| damage = | | damage = 103 (35*3) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 14 | ||
| active = | | active = 5 (2) 7 (2) 10 (2) 6 | ||
| recovery = | | recovery = 23 | ||
| hitadv = | | hitadv = SKD (24: Tech / 64: Non-tech) | ||
| blockadv = | | blockadv = -22 (Stand block) to -10 (Crouch block last hit only) | ||
| invul = | | invul = | ||
| stun = | | stun = 90 (30*3) | ||
| guardDamage = | | guardDamage = 90 (30*3) | ||
}} | }} | ||
==== | ====41236D==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_41236d | ||
| name = Kuuha Dan | | name = Kuuha Dan | ||
| header = no | | header = no | ||
| version = D | | version = D | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 41236D | ||
| images = | | images = XV_andy_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_41236D_box_2.5.png, XV_Andy_41236D_box_3.5.png, XV_Andy_41236D_box_4.5.png, XV_Andy_41236D_box_5.5.png | ||
| damage = | | damage = 134 (35*4) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 20 | ||
| active = | | active = 5 (1) 7 (1) 7 (1) 7 (1) 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = Juggle (+34) | ||
| blockadv = | | blockadv = -5 | ||
| invul = | | invul = Projectile Invincibility: 21 to 53 (33 frames) | ||
| stun = | | stun = 120 (30*4) | ||
| guardDamage = | | guardDamage = 120 (30*4) | ||
}} | }} | ||
==== | ====41236BD==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_41236bd | ||
| name = Kuuha Dan | | name = Kuuha Dan | ||
| header = no | | header = no | ||
| version = BD | | version = BD | ||
| orderId = 3 | | orderId = 3 | ||
| input = | | input = 41236BD | ||
| images = | | images = XV_andy_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_41236BD_box_2.5.png, XV_Andy_41236BD_box_3.5.png, XV_Andy_41236BD_box_4.5.png, XV_Andy_41236BD_box_5.5.png | ||
| damage = | | damage = 163 (35*5) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 10 | ||
| active = | | active = 4 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = SKD (42: Tech / 82: Non-tech) | ||
| blockadv = | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 150 (30*5) | ||
}} | }} | ||
==== | ===Kuuha Dan(break)=== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | ====41236B~BD==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_41236b_brake | |||
| name = Kuuha Dan(break) | | name = Kuuha Dan(break) | ||
| header = yes | | header = yes | ||
| version = B | | version = B | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 41236B~BD | ||
| images = | | images = XV_andy_41236b_brake_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_41236B_box.png | ||
| damage = | | damage = 35 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 14 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = SKD (35: Tech / 62: Non-tech) | ||
| blockadv = | | blockadv = -13 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
==== | ====41236D~BD==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_41236d_brake | ||
| name = Kuuha Dan(break) | | name = Kuuha Dan(break) | ||
| header = no | | header = no | ||
| version = D | | version = D | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 41236D~BD | ||
| images = | | images = XV_andy_41236b_brake_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_41236B_box.png | ||
| damage = | | damage = 35 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 20 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = SKD (35: Tech / 62: Non-tech) | ||
| blockadv = | | blockadv = -13 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
==== | ====41236BD~BD==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_41236bd_brake | ||
| name = Kuuha Dan(break) | | name = Kuuha Dan(break) | ||
| header = no | | header = no | ||
| version = BD | | version = BD | ||
| orderId = 3 | | orderId = 3 | ||
| input = | | input = 41236BD~BD | ||
| images = | | images = XV_andy_41236b_brake_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_41236B_box.png | ||
| damage = | | damage = 35 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 10 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = SKD (35: Tech / 62: Non-tech) | ||
| blockadv = | | blockadv = -13 | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
===Hishou Ken=== | |||
====214A==== | ====214A==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_214a | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_214a | ||
Line 755: | Line 862: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 214A | | input = 214A | ||
| images = | | images = XV_andy_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_214A_box.png, XV_Andy_214A_box_1.png | ||
| damage = | | damage = 65 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 13 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 32 | ||
| hitadv = | | hitadv = -6 (Close Range) to 26 (Max Range) | ||
| blockadv = | | blockadv = -6 (Close Range) to 26 (Max Range) | ||
| invul = | | invul = | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 777: | Line 884: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 214C | | input = 214C | ||
| images = | | images = XV_andy_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_214A_box.png, XV_Andy_214A_box_1.png | ||
| damage = | | damage = 65 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 16 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 33 | ||
| hitadv = | | hitadv = -7 (Close Range) to 25 (Max Range) | ||
| blockadv = | | blockadv = -7 (Close Range) to 25 (Max Range) | ||
| invul = | | invul = | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 799: | Line 906: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 214AC | | input = 214AC | ||
| images = | | images = XV_andy_214ac_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_214AC_box.png, XV_Andy_214AC_box_1.png | ||
| damage = | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 10 | ||
| active = | | active = Full Screen Projectile | ||
| recovery = | | recovery = 39 | ||
| hitadv = | | hitadv = -13 (Close Range) to 26 (Max Range) | ||
| blockadv = | | blockadv = -13 (Close Range) to 26 (Max Range) | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
===Shouryuu Dan=== | |||
====623A==== | ====623A==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_623a | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_623a | ||
Line 821: | Line 929: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 623A | | input = 623A | ||
| images = | | images = XV_andy_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_623A_box.png, XV_Andy_623A_box_1.png, XV_Andy_623A_box_2.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 6 | ||
| active = | | active = 1 (3) 3 | ||
| recovery = | | recovery = 39 (13 on ground) | ||
| hitadv = | | hitadv = SKD (21: Tech / 48: Non-tech) | ||
| blockadv = | | blockadv = -27 | ||
| invul = | | invul = Full body against Physical Air Strike: 1 to 7 (7 Frames) / Throw Invincible: 1 to 6 (6 Frames) | ||
| stun = | | stun = 40 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 843: | Line 951: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 623C | | input = 623C | ||
| images = | | images = XV_andy_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_623C_box.png, XV_Andy_623C_box_1.png, XV_Andy_623C_box_2.png, XV_Andy_623C_box_3.png | ||
| damage = | | damage = 125 (70+30+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 44 (13 on ground) | ||
| hitadv = | | hitadv = SKD (19: Tech / 46: Non-tech) | ||
| blockadv = | | blockadv = -29 (Stand block) to -33 (Crouch block) | ||
| invul = | | invul = Full Body: 1 to 9 (9 Frames) | ||
| stun = | | stun = 100 (60+20+20) | ||
| guardDamage = | | guardDamage = 140 (80+30+30) | ||
}} | }} | ||
Line 865: | Line 973: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 623AC | | input = 623AC | ||
| images = | | images = XV_andy_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_623AC_box.png, XV_Andy_623AC_box2.png, XV_Andy_623AC_box3.png, XV_Andy_623AC_box4.png | ||
| damage = | | damage = 182 (50+30+50+30+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = 5 (24) 1 (1) 3 (1) 3 | ||
| recovery = | | recovery = 46 | ||
| hitadv = | | hitadv = SKD (32: Tech / 72: Non-tech**) | ||
| blockadv = | | blockadv = -34 (Stand block) to -34 / -65 (Crouch block) | ||
| invul = | | invul = Full Body: 1 to 10 (10 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 210 (60+30+60+30+30) | ||
}} | }} | ||
====2141236B==== | ==Supers== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | ===Chou Reppa Dan=== | ||
====2141236B/D==== | |||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2141236k | |||
| name = Chou Reppa Dan | | name = Chou Reppa Dan | ||
| header = yes | | header = yes | ||
| version = B | | version = B/D | ||
| orderId = 1 | | orderId = 1 | ||
| input = 2141236B | | input = 2141236B/D | ||
| images = | | images = XV_andy_2141236b_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_214236K_box.png, XV_Andy_214236K_box_1.png, XV_Andy_214236K_box_2.png, XV_Andy_214236K_box_3.png, XV_Andy_214236K_box_4.png | ||
| damage = 195 (30+25*3+30*3) | |||
| guard = Mid | |||
| cancel = climax | |||
| startup = 8 | |||
| active = 35 | |||
| recovery = 31 | |||
| hitadv = HKD (69) | |||
| blockadv = -17 (Stand block or block by big bodies) to -42 / -47 (Crouch block) | |||
| invul = Full Body: 1 to 3 (3 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = | |||
| guardDamage = | |||
}} | }} | ||
Line 931: | Line 1,019: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 2141236BD | | input = 2141236BD | ||
| images = | | images = XV_andy_2141236b_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_214236BD_box.png, XV_Andy_214236BD_box_1.png, XV_Andy_214236BD_box_2.png, XV_Andy_214236BD_box_3.png, XV_Andy_214236BD_box_4.png, XV_Andy_214236BD_box_5.png | ||
| damage = | | damage = 340 (20*5+30*3+25*6) Min: 166 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = | | startup = 8 | ||
| active = | | active = 42 | ||
| recovery = | | recovery = 30 | ||
| hitadv = | | hitadv = HKD (82) | ||
| blockadv = | | blockadv = -20 (Stand block midscreen) / -14 (Stand block or crouch block by big bodies in the corner) to -42 (Crouch blocked midscreen) | ||
| invul = | | invul = Full Body: 1 to 13 (13 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
====2363214A==== | ===Zetsu • Hishou Ken=== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = | ====2363214A/C==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2363214p | |||
| name = Zetsu • Hishou Ken | | name = Zetsu • Hishou Ken | ||
| header = yes | | header = yes | ||
| version = A | | version = A/C | ||
| orderId = 1 | | orderId = 1 | ||
| input = 2363214A | | input = 2363214A/C | ||
| images = | | images = XV_andy_2363214a_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_236214P_box.png, XV_Andy_236214P_box_1.png | ||
| damage = 192 (15*11+27) Min: 90 | |||
| guard = Mid | |||
| cancel = advanced, climax | |||
| startup = 13 | |||
| active = 32 | |||
| recovery = 37 | |||
| hitadv = HKD (57) | |||
| blockadv = -31 | |||
| invul = Full Body: 1 to 3 (3 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = | |||
| guardDamage = | |||
}} | }} | ||
Line 997: | Line 1,064: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 2363214AC | | input = 2363214AC | ||
| images = | | images = XV_andy_2363214c_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_236214AC_box.png, XV_Andy_236214AC_box_1.png | ||
| damage = | | damage = 344 (17*17+55) Min: 163 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = | | startup = 11 | ||
| active = | | active = 44 | ||
| recovery = | | recovery = 41 | ||
| hitadv = | | hitadv = HKD (53) | ||
| blockadv = | | blockadv = -38 | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
===Chou • Shin • Soku • Zan-ei Ken (Air okay)=== | |||
====2141236CD==== | ====2141236CD==== | ||
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2141236cd | {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2141236cd | ||
Line 1,019: | Line 1,087: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 2141236CD | | input = 2141236CD | ||
| images = | | images = XV_andy_2141236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_214236CD_box.png | ||
| damage = | | damage = 450 Min:250 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 3 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = HKD (24) | ||
| blockadv = | | blockadv = -12 (Close) to -3 (Max Range) | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 1,041: | Line 1,109: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.2141236CD | | input = j.2141236CD | ||
| images = | | images = XV_andy_2141236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_Andy_j214236CD_box.png | ||
| damage = | | damage = 450 Min:250 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 2 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 12 on ground | ||
| hitadv = | | hitadv = HKD (24) | ||
| blockadv = | | blockadv = 0 (Lowest height) to -10 (Highest height) | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] | [[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] |
Latest revision as of 04:15, 9 July 2024
Close Standing Normals
close A
Andy Bogard andy_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 9 | +3 | +1 | - | 30 | 60 |
close B
Andy Bogard andy_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 5 | 3 | 8 | +4 | +2 | - | 30 | 60 |
close C
Andy Bogard andy_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (35+35) | Mid | command | 4 | 6 | 16 | +2 | -0 | - | 70 (35+35) | 120 (60+60) |
close D
Andy Bogard andy_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | special | 6 | 6 | 14 | +1 | -1 | - | 70 | 120 |
Far Standing Normals
far A
Andy Bogard andy_fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
A
A far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | super | 5 | 3 | 11 | +1 | -1 | - | 30 | 60 |
far B
Andy Bogard andy_fb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
B
B far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | special | 8 | 4 | 8 | +3 | +1 | - | 30 | 60 |
far C
Andy Bogard andy_fc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
C
C far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | special | 7 | 4 | 19 | -2 | -4 | - | 70 | 120 |
far D
Andy Bogard andy_fd | ||||||||||
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D
D far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 10 | 4 | 19 | -2 | -4 | - | 70 | 120 |
Crouch Normals
crouch A
Andy Bogard andy_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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 4 | 8 | +3 | +1 | - | 30 | 60 |
crouch B
Andy Bogard andy_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 done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | special | 4 | 3 | 11 | +1 | -1 | - | 15 | 30 |
crouch C
Andy Bogard andy_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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 6 | 6 | 13 | +2 | 0 | - | 70 | 120 |
crouch D
Andy Bogard andy_2d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | special | 9 | 4 | 20 | SKD (25: Tech / 52: Non-tech) | -5 | - | 70 | 120 |
jump normals
hop A
Andy Bogard andy_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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | command | 5 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump A
Andy Bogard andy_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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | command | 5 | 9 | 1 on ground | - | - | - | 30 | 60 |
hop B
Andy Bogard andy_hb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 4 | 7 | 1 on ground | - | - | - | 30 | 50 |
jump B
Andy Bogard andy_jb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 4 | 8 | 1 on ground | - | - | - | 30 | 60 |
hop C
Andy Bogard andy_hc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | command | 5 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump C
Andy Bogard andy_jc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | command | 5 | 5 | 1 on ground | - | - | - | 70 | 120 |
hop D
Andy Bogard andy_hd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 7 | 1 on ground | - | - | - | 70 | 100 |
jump D
Andy Bogard andy_jd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 8 | 1 on ground | - | - | - | 70 | 120 |
Command normals
Hirate Uchi
Andy Bogard andy_6a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
4/6A
4/6A Hirate Uchi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
55 | Mid | - | 19 [11] | 4 [2] | 15 [19] | +2 [0] | 0 [-2] | Upper Body: 1 to 16 (16 Frames) | 60 | 80 |
Genei Shiranui
Andy Bogard andy_j2d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.2D
j.2D Genei Shiranui | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
N/A | - | - | - | - | 8 on ground | - | - | - | - | - |
Target combo 1
Andy Bogard andy_bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
B~D
B~D Target combo 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
106 (30+80) | Mid | special | 10 | 4 | 24 | Juggle - SKD (35: Tech / 75: Non-tech) | -9 | - | 100 (30+70) | 180 (60+120) |
Blowback
Blowback
Andy Bogard andy_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 15 | 4 | 23 | Wall Splat - HKD (gnd) (72 to 89) | -4 | - | 100 | 160 |
Shatterstrike
Andy Bogard andy_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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple - HKD (93) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
Advance Strike
Andy Bogard andy_214cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214CD
214CD Advance Strike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (whiff) | HKD (68) | +3 | Armor: 7 to 33 (27 frames), Throw Counter: 4 to 27 (24 frames) | 0 | 150 |
hop CD
Andy Bogard andy_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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 12 | 4 | 1 on ground | SKD | - | - | 80 | 140 |
jump CD
Andy Bogard andy_jcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 12 | 6 | 1 on ground | SKD | - | - | 80 | 160 |
Rush
rush 1
Andy Bogard andy_rush1 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Rush 1
Rush 1 rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | 6 | - | - | - | -4 | -6 | - | 30 | 120 (60+60) |
rush 2
Andy Bogard andy_rush2 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Rush 2
Rush 2 rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | 6 | - | - | - | -6 | -8 | - | 30 | 180 (60+60+60) |
Throws
Kakaekomi Nage (Forward)
Andy Bogard andy_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C Kakaekomi Nage (Forward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (+50) | Unblockable | - | 0 | 0 |
Kakaekomi Nage (Backward)
Andy Bogard andy_dthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6D
(close) 4/6D Kakaekomi Nage (Backward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (+47) | Unblockable | - | 0 | 0 |
Specials
Zan-ei Ken
236A
Andy Bogard andy_236a | ||||||||||
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236A
236A Zan-ei 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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 10 | 2 | 22 | SKD (Tech: +30 / Non-tech: +57) | -5 | - | 80 | 80 |
236C
Andy Bogard andy_236c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236C
236C Zan-ei 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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | super | 16 | 2 | 27 | SKD (Tech: +25 / Non-tech: +52) | -10 | - | 80 | 100 |
236AC
Andy Bogard andy_236ac | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236AC
236AC Zan-ei 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 done | Guard DamageDamage done to the guard bar when blocked |
140 | Mid | - | 15 | 2 | 22 | Wall splat - HKD (gnd) (76 to 92) | -7 | - | 0 | 160 |
Kuuha Dan
41236B
Andy Bogard andy_41236b | ||||||||||
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41236B
41236B Kuuha Dan | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
103 (35*3) | Mid | super | 14 | 5 (2) 7 (2) 10 (2) 6 | 23 | SKD (24: Tech / 64: Non-tech) | -22 (Stand block) to -10 (Crouch block last hit only) | - | 90 (30*3) | 90 (30*3) |
41236D
Andy Bogard andy_41236d | ||||||||||
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41236D
41236D Kuuha Dan | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
134 (35*4) | Mid | super | 20 | 5 (1) 7 (1) 7 (1) 7 (1) 4 | 20 | Juggle (+34) | -5 | Projectile Invincibility: 21 to 53 (33 frames) | 120 (30*4) | 120 (30*4) |
41236BD
Andy Bogard andy_41236bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236BD
41236BD Kuuha Dan | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
163 (35*5) | Mid | - | 10 | 4 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 | 20 | SKD (42: Tech / 82: Non-tech) | -2 | - | 0 | 150 (30*5) |
Kuuha Dan(break)
41236B~BD
Andy Bogard andy_41236b_brake | ||||||||||
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41236B~BD
41236B~BD Kuuha Dan(break) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
35 | Mid | - | 14 | 1 | 31 | SKD (35: Tech / 62: Non-tech) | -13 | - | 30 | 30 |
41236D~BD
Andy Bogard andy_41236d_brake | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236D~BD
41236D~BD Kuuha Dan(break) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
35 | Mid | - | 20 | 1 | 31 | SKD (35: Tech / 62: Non-tech) | -13 | - | 30 | 30 |
41236BD~BD
Andy Bogard andy_41236bd_brake | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236BD~BD
41236BD~BD Kuuha Dan(break) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
35 | Mid | - | 10 | 1 | 31 | SKD (35: Tech / 62: Non-tech) | -13 | - | 0 | 30 |
Hishou Ken
214A
Andy Bogard andy_214a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214A
214A Hishou 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 done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | super | 13 | Full Screen Projectile | 32 | -6 (Close Range) to 26 (Max Range) | -6 (Close Range) to 26 (Max Range) | - | 60 | 60 |
214C
Andy Bogard andy_214c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214C
214C Hishou 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 done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | super | 16 | Full Screen Projectile | 33 | -7 (Close Range) to 25 (Max Range) | -7 (Close Range) to 25 (Max Range) | - | 60 | 60 |
214AC
Andy Bogard andy_214ac | ||||||||||
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214AC
214AC Hishou 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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 10 | Full Screen Projectile | 39 | -13 (Close Range) to 26 (Max Range) | -13 (Close Range) to 26 (Max Range) | - | 0 | 60 |
Shouryuu Dan
623A
Andy Bogard andy_623a | ||||||||||
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623A
623A Shouryuu Dan | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 6 | 1 (3) 3 | 39 (13 on ground) | SKD (21: Tech / 48: Non-tech) | -27 | Full body against Physical Air Strike: 1 to 7 (7 Frames) / Throw Invincible: 1 to 6 (6 Frames) | 40 | 60 |
623C
Andy Bogard andy_623c | ||||||||||
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623C
623C Shouryuu Dan | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
125 (70+30+30) | Mid | super | 8 | 8 | 44 (13 on ground) | SKD (19: Tech / 46: Non-tech) | -29 (Stand block) to -33 (Crouch block) | Full Body: 1 to 9 (9 Frames) | 100 (60+20+20) | 140 (80+30+30) |
623AC
Andy Bogard andy_623ac | ||||||||||
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623AC
623AC Shouryuu Dan | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
182 (50+30+50+30+30) | Mid | - | 6 | 5 (24) 1 (1) 3 (1) 3 | 46 | SKD (32: Tech / 72: Non-tech**) | -34 (Stand block) to -34 / -65 (Crouch block) | Full Body: 1 to 10 (10 Frames) | 0 | 210 (60+30+60+30+30) |
Supers
Chou Reppa Dan
2141236B/D
Andy Bogard andy_2141236k | ||||||||||
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2141236B/D
2141236B/D Chou Reppa Dan | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
195 (30+25*3+30*3) | Mid | climax | 8 | 35 | 31 | HKD (69) | -17 (Stand block or block by big bodies) to -42 / -47 (Crouch block) | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
2141236BD
Andy Bogard andy_2141236bd | ||||||||||
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2141236BD
2141236BD Chou Reppa Dan | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
340 (20*5+30*3+25*6) Min: 166 | Mid | climax | 8 | 42 | 30 | HKD (82) | -20 (Stand block midscreen) / -14 (Stand block or crouch block by big bodies in the corner) to -42 (Crouch blocked midscreen) | Full Body: 1 to 13 (13 Frames) | 0 | 0 |
Zetsu • Hishou Ken
2363214A/C
Andy Bogard andy_2363214p | ||||||||||
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2363214A/C
2363214A/C Zetsu • Hishou 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 done | Guard DamageDamage done to the guard bar when blocked |
192 (15*11+27) Min: 90 | Mid | advanced, climax | 13 | 32 | 37 | HKD (57) | -31 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
2363214AC
Andy Bogard andy_2363214ac | ||||||||||
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2363214AC
2363214AC Zetsu • Hishou 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 done | Guard DamageDamage done to the guard bar when blocked |
344 (17*17+55) Min: 163 | Mid | climax | 11 | 44 | 41 | HKD (53) | -38 | Full Body: 1 (1 Frame) | 0 | 0 |
Chou • Shin • Soku • Zan-ei Ken (Air okay)
2141236CD
Andy Bogard andy_2141236cd | ||||||||||
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2141236CD
2141236CD Chou • Shin • Soku • Zan-ei Ken (Air okay) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
450 Min:250 | Mid | - | 3 | 11 | 20 | HKD (24) | -12 (Close) to -3 (Max Range) | Full Body: 1 (1 Frame) | 0 | 0 |
j.2141236CD
Andy Bogard andy_j2141236cd | ||||||||||
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j.2141236CD
j.2141236CD Chou • Shin • Soku • Zan-ei Ken (Air okay) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
450 Min:250 | Mid | - | 2 | 11 | 12 on ground | HKD (24) | 0 (Lowest height) to -10 (Highest height) | Full Body: 1 (1 Frame) | - | - |