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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      = XV_placeholder.png
| images      = XV_andy_cla_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_c5A_box.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| 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      = XV_placeholder.png
| images      = XV_andy_clb_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_clc_1_ima.png, XV_andy_clc_2_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_c5C_box.png, XV_Andy_c5C_box_1.png
| damage      = 35,35
| damage      = 70 (35+35)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 4,7
| startup    = 4
| active      =  
| active      = 6
| recovery    =  
| recovery    = 16
| hitadv      = +2
| hitadv      = +2
| blockadv    = 0
| blockadv    = -0
| invul      =  
| invul      =  
| stun        = 35,35
| 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      = XV_placeholder.png
| images      = XV_andy_cld_ima.png
| hitboxes    = XV_placeholder.png
| 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===
====stand A====
====far A====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_sta
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fa
| name        = stand A
| name        = far A
| input      = A
| input      = A
| images      = XV_placeholder.png
| images      = XV_andy_fa_ima.png
| hitboxes    = XV_placeholder.png
| 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
}}
}}


====stand B====
====far B====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_stb
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fb
| name        = stand B
| name        = far B
| input      = B
| input      = B
| images      = XV_placeholder.png
| images      = XV_andy_fb_ima.png
| hitboxes    = XV_placeholder.png
| 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
}}
}}


====stand C====
====far C====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_stc
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fc
| name        = stand C
| name        = far C
| input      = C
| input      = C
| images      = XV_placeholder.png
| images      = XV_andy_fc_ima.png
| hitboxes    = XV_placeholder.png
| 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
}}
}}


====stand D====
====far D====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_std
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fd
| name        = stand D
| name        = far D
| input      = D
| input      = D
| images      = XV_placeholder.png
| images      = XV_andy_fd_ima.png
| hitboxes    = XV_placeholder.png
| 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
}}
}}


===Crouch Normals===
===Crouch Normals===
====crouch A====
====crouch A====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_cra
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2a
| name        = crouch A
| name        = crouch A
| input      = cr.A
| input      = 2A
| images      = XV_placeholder.png
| images      = XV_andy_2a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_2A_box.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 4
| recovery    =  
| recovery    = 8
| hitadv      = +3
| hitadv      = +3
| blockadv    = +1
| blockadv    = +1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====crouch B====
====crouch B====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_crb
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2b
| name        = crouch B
| name        = crouch B
| input      = cr.B
| input      = 2B
| images      = XV_placeholder.png
| images      = XV_andy_2b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_2B_box.png
| damage      = 30
| damage      = 15
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = special
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 11
| hitadv      = +3
| hitadv      = +1
| blockadv    = +1
| blockadv    = -1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 15
| guardDamage =  
| guardDamage = 30
}}
}}


====crouch C====
====crouch C====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_crc
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2c
| name        = crouch C
| name        = crouch C
| input      = cr.C
| input      = 2C
| images      = XV_placeholder.png
| images      = XV_andy_2c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_2C_box.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 6
| startup    = 6
| active      =  
| active      = 6
| recovery    =  
| recovery    = 13
| hitadv      = +2
| hitadv      = +2
| blockadv    = 0
| blockadv    = 0
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====crouch D====
====crouch D====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_crd
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2d
| name        = crouch D
| name        = crouch D
| input      = cr.D
| input      = 2D
| images      = XV_placeholder.png
| images      = XV_andy_2d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_2D_box.png
| damage      = 80
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = special
| startup    = 9
| startup    = 9
| active      =  
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = -3
| hitadv      = SKD (25: Tech / 52: Non-tech)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 239: Line 239:
| orderId    = 1
| orderId    = 1
| input      = h.A
| input      = h.A
| images      = XV_placeholder.png
| images      = XV_andy_ja_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_ja_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_hopB_box.png
| damage      =  
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 5
| 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      = XV_placeholder.png
| images      = XV_andy_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_jB_box.png
| damage      =  
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 5
| 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      = XV_placeholder.png
| images      = XV_andy_jc_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_jc_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_jd_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_jd_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_6a_ima.png
| hitboxes    = XV_placeholder.png
| 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        = 60
| 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      = XV_placeholder.png
| images      = XV_andy_cd_ima.png
| hitboxes    = XV_placeholder.png
| 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      = -4
| 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      = XV_placeholder.png
| images      = XV_andy_236cd_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_hcd_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_jcd_ima.png
| hitboxes    = XV_placeholder.png
| 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      =
| recovery    =
| hitadv      = -4
| 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      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      =  
| hitadv      = -6
| blockadv    =  
| blockadv    = -8
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 180 (60+60+60)
}}
}}


===Throws===
===Throws===
====forward throw====
====Kakaekomi Nage (Forward)====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_fthrow
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_cthrow
| name   = Forward throw
| name       = Kakaekomi Nage (Forward)
| input   = 4/6C
| input       = (close) 4/6C
| images   = XV_placeholder.png
| images     = XV_andy_cthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Andy_ThrowC_box.png
| damage   =  
| damage     = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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
}}
}}
====back throw====
 
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_bthrow
====Kakaekomi Nage (Backward)====
| name   = back throw
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_dthrow
| input   = 4/6D
| name       = Kakaekomi Nage (Backward) 
| images   = XV_placeholder.png
| input       = (close) 4/6D
| hitboxes   = XV_placeholder.png
| images     = XV_andy_dthrow_ima.png
| damage   =  
| hitboxes   = XV_Andy_ThrowD_box.png
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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      = XV_placeholder.png
| images      = XV_andy_236a_ima.png
| hitboxes    = XV_placeholder.png
| 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
}}
}}


Line 579: Line 683:
| orderId    = 2
| orderId    = 2
| input      = 236C
| input      = 236C
| images      = XV_placeholder.png
| images      = XV_andy_236c_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_236c_ima.png
| hitboxes    = XV_placeholder.png
| 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
}}
}}


====63214B====
===Kuuha Dan===
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_63214b
====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      = 63214B
| input      = 41236B
| images      = XV_placeholder.png
| images      = XV_andy_41236b_ima.png
| hitboxes    = XV_placeholder.png
| 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)
}}
}}


====63214D====
====41236D====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_63214d
{{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      = 63214D
| input      = 41236D
| images      = XV_placeholder.png
| images      = XV_andy_41236b_ima.png
| hitboxes    = XV_placeholder.png
| 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)
}}
}}


====63214BD====
====41236BD====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_63214bd
{{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      = 63214BD
| input      = 41236BD
| images      = XV_placeholder.png
| images      = XV_andy_41236b_ima.png
| hitboxes    = XV_placeholder.png
| 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)
}}
}}


====63214B~BD====
===Kuuha Dan(break)===
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_63214b_brake
====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      = 63214B~BD
| input      = 41236B~BD
| images      = XV_placeholder.png
| images      = XV_andy_41236b_brake_ima.png
| hitboxes    = XV_placeholder.png
| 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
}}
}}


====63214D~BD====
====41236D~BD====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_63214d_brake
{{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      = 63214D~BD
| input      = 41236D~BD
| images      = XV_placeholder.png
| images      = XV_andy_41236b_brake_ima.png
| hitboxes    = XV_placeholder.png
| 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
}}
}}


====63214BD~BD====
====41236BD~BD====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_63214bd_brake
{{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      = 63214BD~BD
| input      = 41236BD~BD
| images      = XV_placeholder.png
| images      = XV_andy_41236b_brake_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_214a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_214a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_214ac_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_623a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_623a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_andy_623a_ima.png
| hitboxes    = XV_placeholder.png
| 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)
}}
}}


==Supers==
==Supers==
====2141236B====
===Chou Reppa Dan===
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2141236b
====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      = XV_placeholder.png
| images      = XV_andy_2141236b_ima.png
| hitboxes    = XV_placeholder.png
| 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      =
| damage      = 195 (30+25*3+30*3)
| guard      =
| guard      = Mid
| cancel      =
| cancel      = climax
| startup    =
| startup    = 8
| active      =
| active      = 35
| recovery    =
| recovery    = 31
| hitadv      =
| hitadv      = HKD (69)
| blockadv    =
| blockadv    = -17 (Stand block or block by big bodies) to -42 / -47 (Crouch block)
| invul      =
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        =
| stun        = 0
| guardDamage =
| guardDamage = 0
}}
 
====2141236D====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2141236d
| name        = Chou Reppa Dan
| header      = no
| version    = D
| orderId    = 2
| input      = 2141236D
| images      = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      =  
| guard      =  
| cancel      =  
| startup    =  
| active      =  
| recovery    =  
| hitadv      =  
| blockadv    =  
| invul      =  
| stun        =  
| guardDamage =  
}}
}}


Line 932: Line 1,019:
| orderId    = 3
| orderId    = 3
| input      = 2141236BD
| input      = 2141236BD
| images      = XV_placeholder.png
| images      = XV_andy_2141236b_ima.png
| hitboxes    = XV_placeholder.png
| 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 = andy_2363214a
====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      = XV_placeholder.png
| images      = XV_andy_2363214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_Andy_236214P_box.png, XV_Andy_236214P_box_1.png
| damage      =
| damage      = 192 (15*11+27) Min: 90
| guard      =
| guard      = Mid
| cancel      =
| cancel      = advanced, climax
| startup    =
| startup    = 13
| active      =
| active      = 32
| recovery    =
| recovery    = 37
| hitadv      =
| hitadv      = HKD (57)
| blockadv    =
| blockadv    = -31
| invul      =
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        =
| stun        = 0
| guardDamage =
| guardDamage = 0
}}
 
====2363214C====
{{MoveData-KOFXV | character = Andy Bogard | moveId = andy_2363214c
| name        = Zetsu • Hishou Ken
| header      = no
| version    = C
| orderId    = 2
| input      = 2363214C
| images      = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      =  
| guard      =  
| cancel      =  
| startup    =  
| active      =  
| recovery    =  
| hitadv      =  
| blockadv    =  
| invul      =  
| stun        =  
| guardDamage =  
}}
}}


Line 998: Line 1,064:
| orderId    = 3
| orderId    = 3
| input      = 2363214AC
| input      = 2363214AC
| images      = XV_placeholder.png
| images      = XV_andy_2363214c_ima.png
| hitboxes    = XV_placeholder.png
| 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 1,020: Line 1,087:
| orderId    = 1
| orderId    = 1
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_placeholder.png
| images      = XV_andy_2141236cd_ima.png
| hitboxes    = XV_placeholder.png
| 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 1,042: Line 1,109:
| orderId    = 2
| orderId    = 2
| input      = j.2141236CD
| input      = j.2141236CD
| images      = XV_placeholder.png
| images      = XV_andy_2141236cd_ima.png
| hitboxes    = XV_placeholder.png
| 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}}]]

Latest revision as of 04:15, 9 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand439+3+1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midcommand538+4+2-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70 (35+35)Midcommand4616+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 doneGuard DamageDamage done to the guard bar when blocked
80Midspecial6614+1-1-70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midsuper5311+1-1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midspecial848+3+1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Midspecial7419-2-4-70120


far D

Andy Bogard
andy_fd
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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10419-2-4-70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand448+3+1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
15Lowspecial4311+1-1-1530


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand6613+20-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial9420SKD (25: Tech / 52: Non-tech)-5-70120


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 doneGuard DamageDamage done to the guard bar when blocked
40Highcommand581 on ground---3050


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 doneGuard DamageDamage done to the guard bar when blocked
45Highcommand591 on ground---3060


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 doneGuard DamageDamage done to the guard bar when blocked
40High-471 on ground---3050


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 doneGuard DamageDamage done to the guard bar when blocked
45High-481 on ground---3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Highcommand551 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70Highcommand551 on ground---70120


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 doneGuard DamageDamage done to the guard bar when blocked
70High-671 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70High-681 on ground---70120


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 doneGuard DamageDamage done to the guard bar when blocked
55Mid-19 [11]4 [2]15 [19]+2 [0]0 [-2]Upper Body: 1 to 16 (16 Frames)6080


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 doneGuard 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 doneGuard DamageDamage done to the guard bar when blocked
106 (30+80)Midspecial10424Juggle - 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 doneGuard DamageDamage done to the guard bar when blocked
75Midspecial15423Wall Splat - HKD (gnd) (72 to 89)-4-100160


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 doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD (93)-10Armor: 4 to 14 (11 frames)0200


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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (whiff)HKD (68)+3Armor: 7 to 33 (27 frames), Throw Counter: 4 to 27 (24 frames)0150


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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-1241 on groundSKD--80140


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 doneGuard DamageDamage done to the guard bar when blocked
90Mid-1261 on groundSKD--80160


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 doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Mid6----4-6-30120 (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 doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid6----6-8-30180 (60+60+60)


Throws

Kakaekomi Nage (Forward)

Andy Bogard
andy_cthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+50)Unblockable-00


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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+47)Unblockable-00


Specials

Zan-ei Ken

236A

Andy Bogard
andy_236a
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 doneGuard DamageDamage done to the guard bar when blocked
60Midsuper10222SKD (Tech: +30 / Non-tech: +57)-5-8080


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 doneGuard DamageDamage done to the guard bar when blocked
100Midsuper16227SKD (Tech: +25 / Non-tech: +52)-10-80100


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 doneGuard DamageDamage done to the guard bar when blocked
140Mid-15222Wall splat - HKD (gnd) (76 to 92)-7-0160


Kuuha Dan

41236B

Andy Bogard
andy_41236b
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 doneGuard DamageDamage done to the guard bar when blocked
103 (35*3)Midsuper145 (2) 7 (2) 10 (2) 623SKD (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
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 doneGuard DamageDamage done to the guard bar when blocked
134 (35*4)Midsuper205 (1) 7 (1) 7 (1) 7 (1) 420Juggle (+34)-5Projectile 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 doneGuard DamageDamage done to the guard bar when blocked
163 (35*5)Mid-104 (1) 5 (1) 5 (1) 5 (1) 5 (1) 520SKD (42: Tech / 82: Non-tech)-2-0150 (30*5)


Kuuha Dan(break)

41236B~BD

Andy Bogard
andy_41236b_brake
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 doneGuard DamageDamage done to the guard bar when blocked
35Mid-14131SKD (35: Tech / 62: Non-tech)-13-3030


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 doneGuard DamageDamage done to the guard bar when blocked
35Mid-20131SKD (35: Tech / 62: Non-tech)-13-3030


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 doneGuard DamageDamage done to the guard bar when blocked
35Mid-10131SKD (35: Tech / 62: Non-tech)-13-030


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 doneGuard DamageDamage done to the guard bar when blocked
65Midsuper13Full Screen Projectile32-6 (Close Range) to 26 (Max Range)-6 (Close Range) to 26 (Max Range)-6060


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 doneGuard DamageDamage done to the guard bar when blocked
65Midsuper16Full Screen Projectile33-7 (Close Range) to 25 (Max Range)-7 (Close Range) to 25 (Max Range)-6060


214AC

Andy Bogard
andy_214ac
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 doneGuard DamageDamage done to the guard bar when blocked
70Mid-10Full Screen Projectile39-13 (Close Range) to 26 (Max Range)-13 (Close Range) to 26 (Max Range)-060


Shouryuu Dan

623A

Andy Bogard
andy_623a
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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper61 (3) 339 (13 on ground)SKD (21: Tech / 48: Non-tech)-27Full body against Physical Air Strike: 1 to 7 (7 Frames) / Throw Invincible: 1 to 6 (6 Frames)4060


623C

Andy Bogard
andy_623c
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 doneGuard DamageDamage done to the guard bar when blocked
125 (70+30+30)Midsuper8844 (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
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 doneGuard DamageDamage done to the guard bar when blocked
182 (50+30+50+30+30)Mid-65 (24) 1 (1) 3 (1) 346SKD (32: Tech / 72: Non-tech**)-34 (Stand block) to -34 / -65 (Crouch block)Full Body: 1 to 10 (10 Frames)0210 (60+30+60+30+30)


Supers

Chou Reppa Dan

2141236B/D

Andy Bogard
andy_2141236k
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 doneGuard DamageDamage done to the guard bar when blocked
195 (30+25*3+30*3)Midclimax83531HKD (69)-17 (Stand block or block by big bodies) to -42 / -47 (Crouch block)Full Body: 1 to 3 (3 Frames)00


2141236BD

Andy Bogard
andy_2141236bd
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 doneGuard DamageDamage done to the guard bar when blocked
340 (20*5+30*3+25*6) Min: 166Midclimax84230HKD (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)00


Zetsu • Hishou Ken

2363214A/C

Andy Bogard
andy_2363214p
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 doneGuard DamageDamage done to the guard bar when blocked
192 (15*11+27) Min: 90Midadvanced, climax133237HKD (57)-31Full Body: 1 to 3 (3 Frames)00


2363214AC

Andy Bogard
andy_2363214ac
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 doneGuard DamageDamage done to the guard bar when blocked
344 (17*17+55) Min: 163Midclimax114441HKD (53)-38Full Body: 1 (1 Frame)00


Chou • Shin • Soku • Zan-ei Ken (Air okay)

2141236CD

Andy Bogard
andy_2141236cd
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 doneGuard DamageDamage done to the guard bar when blocked
450 Min:250Mid-31120HKD (24)-12 (Close) to -3 (Max Range)Full Body: 1 (1 Frame)00


j.2141236CD

Andy Bogard
andy_j2141236cd
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 doneGuard DamageDamage done to the guard bar when blocked
450 Min:250Mid-21112 on groundHKD (24)0 (Lowest height) to -10 (Highest height)Full Body: 1 (1 Frame)--