-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Chris/Data: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Matoshlee (talk | contribs)
EMRaistlin (talk | contribs)
m fixed raw dmg
 
(73 intermediate revisions by 8 users not shown)
Line 5: Line 5:
| name        = close A
| name        = close A
| input      = cl.A
| input      = cl.A
| images      = XV_placeholder.png
| images      = XV_chris_cla_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chris_cla_hb.png
| damage      =  
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 6
| hitadv      = 5
| hitadv      = 6
| blockadv    = 3
| blockadv    = 4
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 24: Line 24:
| name        = close B
| name        = close B
| input      = cl.B
| input      = cl.B
| images      = XV_placeholder.png
| images      = XV_chris_clb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chris_clb_hb.png
| damage      =  
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 9
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 43: Line 43:
| name        = close C
| name        = close C
| input      = cl.C
| input      = cl.C
| images      = XV_placeholder.png
| images      = XV_chris_clc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chris_clc_hb.png, XV_chris_clc2_hb.png, XV_chris_clc3_hb.png
| damage      =  
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 3
| recovery    =  
| recovery    = 21
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 62: Line 62:
| name        = close D
| name        = close D
| input      = cl.D
| input      = cl.D
| images      = XV_placeholder.png
| images      = XV_chris_cld_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chris_cld_hb.png
| damage      =  
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 6
| startup    = 6
| active      =  
| active      = 3
| recovery    =  
| recovery    = 18
| hitadv      = 2
| hitadv      = 2
| blockadv    = 0
| blockadv    = 0
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Far Standing Normals===
===Far Standing Normals===
====stand A====
====far A====
{{MoveData-KOFXV | character = Chris | moveId = chris_sta
{{MoveData-KOFXV | character = Chris | moveId = chris_fa
| name        = stand A
| name        = far A
| input      = A
| input      = A
| images      = XV_placeholder.png
| images      = XV_chris_fa_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chris_fa_hb.png
| damage      =  
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 10
| hitadv      = 1
| hitadv      = 1
| blockadv    = -1
| blockadv    = -1
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====stand B====
====far B====
{{MoveData-KOFXV | character = Chris | moveId = chris_stb
{{MoveData-KOFXV | character = Chris | moveId = chris_fb
| name        = stand B
| name        = far B
| input      = B
| input      = B
| images      = XV_placeholder.png
| images      = XV_chris_fb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chris_fb_hb.png
| damage      =  
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 8
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 10
| hitadv      = 1
| hitadv      = 1
| blockadv    = -1
| blockadv    = -1
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====stand C====
====far C====
{{MoveData-KOFXV | character = Chris | moveId = chris_stc
{{MoveData-KOFXV | character = Chris | moveId = chris_fc
| name        = stand C
| name        = far C
| input      = C
| input      = C
| images      = XV_placeholder.png
| images      = XV_chris_fc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chris_fc_hb.png, XV_chris_fc2_hb.png
| damage      =  
| damage      = 70 (30+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command(1), special(2)
| startup    = 8
| startup    = 8, 15
| active      =  
| active      = 2 (5) 4
| recovery    =  
| recovery    = 18
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        =  
| stun        = 80 (40+40)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


====stand D====
====far D====
{{MoveData-KOFXV | character = Chris | moveId = chris_std
{{MoveData-KOFXV | character = Chris | moveId = chris_fd
| name        = stand D
| name        = far D
| input      = D
| input      = D
| images      = XV_placeholder.png
| images      = XV_chris_fd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chris_fd_hb.png
| damage      =  
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 10
| startup    = 10
| active      =  
| active      = 5
| recovery    =  
| recovery    = 17
| hitadv      = -6
| hitadv      = -1
| blockadv    = -8
| blockadv    = -3
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Crouch Normals===
===Crouch Normals===
====cr.A====
====crouch A====
{{MoveData-KOFXV | character = Chris | moveId = chris_cra
{{MoveData-KOFXV | character = Chris | moveId = chris_2a
| name   = crouch A
| name       = crouch A
| input   = cr.A
| input       = 2A
| images   = XV_placeholder.png
| images     = XV_chris_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_2a_hb.png
| damage   =  
| damage     = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 4
| active   =  
| active     = 4
| recovery   =  
| recovery   = 7
| hitadv   =  
| hitadv     = 4
| blockadv   =  
| blockadv   = 2
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cr.B====
====crouch B====
{{MoveData-KOFXV | character = Chris | moveId = chris_crb
{{MoveData-KOFXV | character = Chris | moveId = chris_2b
| name   = crouch B
| name       = crouch B
| input   = cr.B
| input       = 2B
| images   = XV_placeholder.png
| images     = XV_chris_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_2b_hb.png
| damage   =  
| damage     = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard       = Low
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 4
| active   =  
| active     = 4
| recovery   =  
| recovery   = 10
| hitadv   =  
| hitadv     = 1
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cr.C====
====crouch C====
{{MoveData-KOFXV | character = Chris | moveId = chris_crc
{{MoveData-KOFXV | character = Chris | moveId = chris_2c
| name   = crouch C
| name       = crouch C
| input   = cr.C
| input       = 2C
| images   = XV_placeholder.png
| images     = XV_chris_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_2c_hb.png, XV_chris_2c2_hb.png
| damage   =  
| damage     = 70 (35+35)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   =  
| startup     = 6
| active   =  
| active     = 6
| recovery   =  
| recovery   = 22
| hitadv   =  
| hitadv     = -5
| blockadv   =  
| blockadv   = -7
| invul   =  
| invul       =  
| stun        =  
| stun        = 70 (35+35)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


====cr.D====
====crouch D====
{{MoveData-KOFXV | character = Chris | moveId = chris_crd
{{MoveData-KOFXV | character = Chris | moveId = chris_2d
| name   = crouch D
| name       = crouch D
| input   = cr.D
| input       = 2D
| images   = XV_placeholder.png
| images     = XV_chris_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_2d_hb.png
| damage   =  
| damage     = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard       = Low
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 9
| active   =  
| active     = 4
| recovery   =  
| recovery   = 20
| hitadv   =  
| hitadv     = SKD (25)
| blockadv   =  
| blockadv   = -5
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 234: Line 234:
====hop A====
====hop A====
{{MoveData-KOFXV | character = Chris | moveId = chris_ha
{{MoveData-KOFXV | character = Chris | moveId = chris_ha
| name   = hop A
| name       = hop A
| header      = yes
| header      = yes
| version   = hop A
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.A
| input       = h.A
| images   = XV_placeholder.png
| images     = XV_chris_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_ja_hb.png
| damage   =  
| damage     = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 5
| active   =  
| active     = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = Chris | moveId = chris_ja
{{MoveData-KOFXV | character = Chris | moveId = chris_ja
| name   = jump A
| name       = jump A
| header      = no
| header      = no
| version   = jump A
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.A
| input       = j.A
| images   = XV_placeholder.png
| images     = XV_chris_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_ja_hb.png
| damage   =  
| damage     = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 5
| active   =  
| active     = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop B====
====hop B====
{{MoveData-KOFXV | character = Chris | moveId = chris_hb
{{MoveData-KOFXV | character = Chris | moveId = chris_hb
| name   = hop B
| name       = hop B
| header      = yes
| header      = yes
| version   = hop B
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.B
| input       = h.B
| images   = XV_placeholder.png
| images     = XV_chris_jb2_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_jb_hb.png
| damage   =  
| damage     = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 6
| active   =  
| active     = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = Chris | moveId = chris_jb
{{MoveData-KOFXV | character = Chris | moveId = chris_jb
| name   = jump B
| name       = jump B
| header      = no
| header      = no
| version   = jump B
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.B
| input       = j.B
| images   = XV_placeholder.png
| images     = XV_chris_jb2_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_jb_hb.png
| damage   =  
| damage     = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 6
| active   =  
| active     = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop C====
====hop C====
{{MoveData-KOFXV | character = Chris | moveId = chris_hc
{{MoveData-KOFXV | character = Chris | moveId = chris_hc
| name   = hop C
| name       = hop C
| header      = yes
| header      = yes
| version   = hop C
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.C
| input       = h.C
| images   = XV_placeholder.png
| images     = XV_chris_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_jc_hb.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 6
| active   =  
| active     = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = Chris | moveId = chris_jc
{{MoveData-KOFXV | character = Chris | moveId = chris_jc
| name   = jump C
| name       = jump C
| header      = no
| header      = no
| version   = jump C
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.C
| input       = j.C
| images   = XV_placeholder.png
| images     = XV_chris_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_jc_hb.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 6
| active   =  
| active     = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = Chris | moveId = chris_hd
{{MoveData-KOFXV | character = Chris | moveId = chris_hd
| name   = hop D
| name       = hop D
| header      = yes
| header      = yes
| version   = hop D
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.D
| input       = h.D
| images   = XV_placeholder.png
| images     = XV_chris_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_hd_hb.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 7
| active   =  
| active     = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


====jump D====
====jump D====
{{MoveData-KOFXV | character = Chris | moveId = chris_jd
{{MoveData-KOFXV | character = Chris | moveId = chris_jd
| name   = jump D
| name       = jump D
| header      = no
| header      = no
| version   = jump D
| version     = jump
| orderId   = 2
| orderId    = 2
| input   = j.D
| input      = j.D
| images   = XV_placeholder.png
| images      = XV_chris_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes    = XV_chris_jd_hb.png
| damage   =  
| damage      = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard      = High
| cancel   =  
| cancel      =
| startup   =  
| startup    = 7
| active   =  
| active      = 7
| recovery   =  
| recovery    = 1 on ground
| hitadv   =  
| hitadv      =
| blockadv   =  
| blockadv    =
| invul   =  
| invul      =
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
 
====hop 8B====
{{MoveData-KOFXV | character = Chris | moveId = chris_h8b
| name        = hop 8B
| header      = yes
| version    = hop
| orderId    = 1
| input      = h.8B
| images      = XV_chris_jb_ima.png
| hitboxes    = XV_chris_j8b_hb.png
| damage      = 40
| guard      = High
| cancel      =
| startup    = 6
| active      = 10
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 30
| guardDamage = 50
}}
 
====jump 8B====
{{MoveData-KOFXV | character = Chris | moveId = chris_j8b
| name        = jump 8B
| header      = no
| version    = jump
| orderId     = 2
| input       = j.8B
| images      = XV_chris_jb_ima.png
| hitboxes    = XV_chris_j8b_hb.png
| damage      = 45
| guard      = High
| cancel      =
| startup    = 6
| active      = 9
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 30
| guardDamage = 60
}}
 
===rush moves===
====rush 1====
{{MoveData-KOFXV | character = Chris | moveId = chris_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images     = XV_chris_rush1_ima.png
| hitboxes   = XV_placeholder.png
| damage     = 48 (25+25)
| guard       = Mid
| cancel     = Rush
| startup     = 6
| active     = 4
| recovery   =  
| hitadv     = -5
| blockadv   = -7
| invul       =  
| stun        = 30
| guardDamage = 120 (60+60)
}}
}}


====rush 2====
{{MoveData-KOFXV | character = Chris | moveId = chris_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_chris_rush2_ima.png
| hitboxes    = XV_placeholder.png
| damage      = 70 (25+25+25)
| guard      = Mid
| cancel      =
| startup    = 6
| active      = 5
| recovery    =
| hitadv      = -8
| blockadv    = -10
| invul      =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}


===Command normals===
===Command normals===
====command input 1====
====Spinning Array====
{{MoveData-KOFXV | character = Chris | moveId = chris_6a
| name        = Spinning Array
| input       = 6A
| images      = XV_chris_6a_ima.png
| hitboxes    = XV_chris_6a_hb.png
| damage      = 40 [30]
| guard      = Mid
| cancel      = special
| startup    = 13 [11]
| active      = 2
| recovery    = 23
| hitadv      = -4
| blockadv    = -6
| invul      =  
| stun        = 40
| guardDamage = 80
}}


====Reverse Anchor Kick====
=====Reverse Anchor Kick=====
{{MoveData-KOFXV | character = Chris | moveId = chris_6b
| name        = Reverse Anchor Kick
| header      = yes
| version    = regular
| orderId    = 1
| input      = 6B
| images      = XV_chris_6b_ima.png
| hitboxes    = XV_chris_6b_hb.png
| damage      = 45
| guard      = High
| cancel      =
| startup    = 24
| active      = 3
| recovery    = 21
| hitadv      = -3
| blockadv    = -5
| invul      =
| stun        = 40
| guardDamage =
}}
=====Cancel Reverse Anchor Kick=====
{{MoveData-KOFXV | character = Chris | moveId = chris_6b_cancel
| name        = Cancel Reverse Anchor Kick
| header      = no
| version    = cancel
| orderId    = 2
| input      = 6B cancel
| images      = XV_chris_6b_ima.png
| hitboxes    = XV_chris_6b2_hb.png, XV_chris_6b3_hb.png
| damage      = 40 (20+20)
| guard      = Mid,Mid
| cancel      = special
| startup    = 15
| active      = 2 (3) 3
| recovery    = 22
| hitadv      = -5
| blockadv    = -7
| invul      =
| stun        = 40 (20+20)
| guardDamage = 80 (40+40)
}}
====Carry Off Kick====
{{MoveData-KOFXV | character = Chris | moveId = chris_3d
| name        = Carry Off Kick
| input      = 3D
| images      = XV_chris_3d_ima.png
| hitboxes    = XV_chris_3d_hb.png
| damage      = 60
| guard      = Low
| cancel      = Super
| startup    = 10
| active      = 10
| recovery    = 14
| hitadv      = -3~+6
| blockadv    = -5~+4
| invul      =
| stun        = 40
| guardDamage = 80
}}


===Blowback===
===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = Chris | moveId = chris_cd
{{MoveData-KOFXV | character = Chris | moveId = chris_cd
| name   = Blowback
| name       = Blowback
| input   = CD
| input       = CD
| images   = XV_placeholder.png
| images     = XV_chris_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_cd_hb.png, XV_chris_cd2_hb.png
| damage   =  
| damage     = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   = special
| cancel      = special
| startup   =  
| startup    = 15
| active   =  
| active      = 3
| recovery   =  
| recovery    = 27
| hitadv   =  
| hitadv      = Wall Splat - HKD (gnd) (70 to 86)
| blockadv   =  
| blockadv    = -7
| invul   =  
| invul      = Low Body: 10 to 27 (18 Frames)
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
 
====Shatterstrike====
{{MoveData-KOFXV | character = Chris | moveId = chris_236cd
| name        = Shatterstrike
| input      = 236CD
| images      = XV_chris_236cd_ima.png
| hitboxes    = XV_chris_236cd_hb.png, XV_chris_236cd2_hb.png
| damage      = 75
| guard      = Mid
| cancel     =  
| startup     = 15
| active     = 6
| recovery   = 27
| hitadv     = Crumple - HKD (93)
| blockadv   = -10
| invul       = Full Body Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
}}


====ShatterStrike====
====AdvanceStrike====
{{MoveData-KOFXV | character = Chris | moveId = chris_qcf+cd
{{MoveData-KOFXV | character = Chris | moveId = chris_214cd
| name   = ShatterStrike
| name       = AdvanceStrike
| input   = qcf+CD
| input       = 214CD
| images   = XV_placeholder.png
| images     = XV_chris_214cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_214cd_hb.png, XV_chris_214cd2_hb.png
| damage   =  
| damage     = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel     =  
| startup   =  
| startup   = 28
| active   =  
| active   = 6
| recovery   =  
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  
| hitadv   = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   =  
| blockadv   = 3
| invul   =  
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 150
}}
}}


====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Chris | moveId = chris_hcd
{{MoveData-KOFXV | character = Chris | moveId = chris_hcd
| name   = hop CD
| name       = hop CD
| header      = yes
| header      = yes
| version   = hop CD
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.CD
| input       = h.CD
| images   = XV_placeholder.png
| images     = XV_chris_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_jcd_hb.png, XV_chris_jcd2_hb.png
| damage   =  
| damage     = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 15
| active   =  
| active     = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Chris | moveId = chris_jcd
{{MoveData-KOFXV | character = Chris | moveId = chris_jcd
| name   = jump CD
| name       = jump CD
| header      = no
| header      = no
| version   = jump CD
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.CD
| input       = j.CD
| images   = XV_placeholder.png
| images     = XV_chris_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_chris_jcd_hb.png, XV_chris_jcd2_hb.png
| damage   =  
| damage     = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   =  
| cancel     =  
| startup   =  
| startup     = 15
| active   =  
| active     = 5
| recovery   =  
| recovery   = SKD
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 140
}}
}}


===Throws===
===Throws===
====forward throw====
====Step Turn====
{{MoveData-KOFXV | character = Chris | moveId = chris_cthrow
| name        = Step Turn
| input      = (close) 4/6C
| images      = XV_chris_cthrow_ima.png
| hitboxes    = XV_chris_cthrow_hb.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (60)
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}


====back throw====
====Aerial Drop====
{{MoveData-KOFXV | character = Chris | moveId = chris_dthrow
| name        = Aerial Drop
| input      = (close) 4/6D
| images      = XV_chris_dthrow_ima.png
| hitboxes    = XV_chris_dthrow_hb.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (49)
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}


==Specials==
==Specials==
===Hunting Air===
====623B====
{{MoveData-KOFXV | character = Chris | moveId = chris_623b
| name        = Hunting Air
| header      = yes
| version    = B
| orderId    = 1
| input      = 623B
| images      = XV_chris_623b_ima.png
| hitboxes    = XV_chris_623b_hb.png, XV_chris_623b2_hb.png, XV_chris_623b3_hb.png, XV_chris_623b4_hb.png
| damage      = 70
| guard      = Mid
| cancel      =
| startup    = 6
| active      = 4
| recovery    = 47
| hitadv      = SKD (3:Tech) / (30: Non-tech)
| blockadv    = -32
| invul      = Full Body: 1 to 7 (7 Frames)
| stun        = 40
| guardDamage = 80
}}
====623D====
{{MoveData-KOFXV | character = Chris | moveId = chris_623d
| name        = Hunting Air
| header      = no
| version    = D
| orderId    = 2
| input      = 623D
| images      = XV_chris_623b_ima.png
| hitboxes    = XV_chris_623d_hb.png, XV_chris_623d2_hb.png, XV_chris_623d3_hb.png, XV_chris_623d4_hb.png
| damage      = 100
| guard      = Mid
| cancel      =
| startup    = 8
| active      = 4
| recovery    = 53
| hitadv      = SKD (10:Tech) / (37: Non-tech)
| blockadv    = -38
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 40
| guardDamage = 80
}}
====623BD====
{{MoveData-KOFXV | character = Chris | moveId = chris_623bd
| name        = Hunting Air
| header      = no
| version    = BD
| orderId    = 3
| input      = 623BD
| images      = XV_chris_623bd_ima.png
| hitboxes    = XV_chris_623bd_hb.png, XV_chris_623bd2_hb.png, XV_chris_623bd3_hb.png, XV_chris_623bd4_hb.png
| damage      = 140 (35*4)
| guard      = Mid
| cancel      =
| startup    = 4
| active      = 4 (20) 1 (23) 7
| recovery    = 21
| hitadv      = HKD (37)
| blockadv    = -13
| invul      = Full Body: 1 to 7 (7 Frames)
| stun        = 0
| guardDamage = 120 (40+40+miss+40)
}}
===Glider Stomp===
====j.236B====
{{MoveData-KOFXV | character = Chris | moveId = chris_j236b
| name        = Glider Stomp
| header      = yes
| version    = B
| orderId    = 1
| input      = j.236B
| images      = XV_chris_j236b_ima.png
| hitboxes    = XV_chris_j236k_hb.png
| damage      = 60
| guard      = Mid
| cancel      =
| startup    = 13
| active      = 26 (Active until on ground)
| recovery    = 16
| hitadv      = SKD
| blockadv    = -5~+2
| invul      =
| stun        = 40
| guardDamage = 80
}}
====j.236D====
{{MoveData-KOFXV | character = Chris | moveId = chris_j236d
| name        = Glider Stomp
| header      = no
| version    = D
| orderId    = 2
| input      = j.236D
| images      = XV_chris_j236b_ima.png
| hitboxes    = XV_chris_j236k_hb.png
| damage      = 60
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 36 (Active until on ground)
| recovery    = 16
| hitadv      = SKD
| blockadv    = -7~+2
| invul      =
| stun        = 40
| guardDamage = 80
}}
====j.236BD====
{{MoveData-KOFXV | character = Chris | moveId = chris_j236bd
| name        = Glider Stomp
| header      = no
| version    = BD
| orderId    = 3
| input      = j.236BD
| images      = XV_chris_j236b_ima.png
| hitboxes    = XV_chris_j236bd_hb.png
| damage      = 90
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 36 (Active until on ground)
| recovery    = 26
| hitadv      = Juggle
| blockadv    = -17~-8
| invul      =
| stun        = 0
| guardDamage = 80
}}
===Shooting Dancer Thrust===
====214A====
{{MoveData-KOFXV | character = Chris | moveId = chris_214a
| name        = Shooting Dancer Thrust
| header      = yes
| version    = A
| orderId    = 1
| input      = 214A
| images      = XV_chris_214a_ima.png, XV_chris_214a_2_ima.png
| hitboxes    = XV_chris_214a_hb.png, XV_chris_214a2_hb.png
| damage      = 58 (20+40)
| guard      = Mid, Low
| cancel      = super
| startup    = 10
| active      = 8 (3) 7
| recovery    = 15
| hitadv      = +1~+6
| blockadv    = -3~+4
| invul      =
| stun        = 80 (40+40)
| guardDamage = 80 (40+40)
}}
====214C====
{{MoveData-KOFXV | character = Chris | moveId = chris_214c
| name        = Shooting Dancer Thrust
| header      = no
| version    = C
| orderId    = 2
| input      = 214C
| images      = XV_chris_214c_ima.png
| hitboxes    = XV_chris_214c_hb.png, XV_chris_214c2_hb.png
| damage      = 96 (20+80)
| guard      = Mid
| cancel      = Super
| startup    = 12
| active      = 7 (10) 7
| recovery    =
| hitadv      = SKD (27:Tech) / (54: Non-tech)
| blockadv    = -8 (Close Range)/ -2 (Max Range)
| invul      =
| stun        = 80 (40+40)
| guardDamage = 120 (40+80)
}}
====214AC====
{{MoveData-KOFXV | character = Chris | moveId = chris_214ac
| name        = Shooting Dancer Thrust
| header      = no
| version    = AC
| orderId    = 3
| input      = 214AC
| images      = XV_chris_214ac_ima.png
| hitboxes    = XV_chris_214ac_hb.png, XV_chris_214ac2_hb.png
| damage      = 115 (20+100)
| guard      = Mid, Low
| cancel      =
| startup    = 13
| active      = 8 (6) 3
| recovery    = 24
| hitadv      = HKD (+65)
| blockadv    = -8
| invul      =
| stun        = 0
| guardDamage = 160 (40+120)
}}
===Shooting Dancer Step===
====214B====
{{MoveData-KOFXV | character = Chris | moveId = chris_214b
| name        = Shooting Dancer Step
| header      = yes
| version    = B
| orderId    = 1
| input      = 214B
| images      = XV_chris_214b_ima.png
| hitboxes    = XV_chris_214b_hb.png, XV_chris_214b2_hb.png
| damage      = 100 (20+80)
| guard      = Mid, High
| cancel      = Super
| startup    = 10
| active      = 8 (16) 7
| recovery    = 35
| hitadv      = HKD (5)
| blockadv    = -41
| invul      =
| stun        = 80 (40+40)
| guardDamage = 120 (40+80)
}}
====214D====
{{MoveData-KOFXV | character = Chris | moveId = chris_214d
| name        = Shooting Dancer Step
| header      = no
| version    = D
| orderId    = 2
| input      = 214D
| images      = XV_chris_214b_ima.png
| hitboxes    = XV_chris_214b_hb.png, XV_chris_214b2_hb.png
| damage      = 100 (20+80)
| guard      = Mid, High
| cancel      = Super
| startup    = 10
| active      = 8 (16) 7
| recovery    = 35
| hitadv      = HKD (5)
| blockadv    = -41
| invul      =
| stun        = 80 (40+40)
| guardDamage = 120 (40+80)
}}
====214BD====
{{MoveData-KOFXV | character = Chris | moveId = chris_214bd
| name        = Shooting Dancer Step
| header      = no
| version    = BD
| orderId    = 3
| input      = 214BD
| images      = XV_chris_214b_ima.png
| hitboxes    = XV_chris_214bd_hb.png, XV_chris_214bd2_hb.png, XV_chris_214bd3_hb.png
| damage      = 115 (20+25+80)
| guard      = Mid
| cancel      =
| startup    = 17
| active      = 8 (7) 1
| recovery    = 69 (21 on ground)
| hitadv      = HKD (13)
| blockadv    = -55
| invul      =
| stun        = 0
| guardDamage = 200 (40+80+80)
}}
===Direction Change===
====623A====
{{MoveData-KOFXV | character = Chris | moveId = chris_623a
| name        = Direction Change
| header      = yes
| version    = A
| orderId    = 1
| input      = 623A
| images      = XV_chris_623a_ima.png
| hitboxes    = XV_chris_623p_hb.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 19
| active      = 9
| recovery    = 33
| hitadv      = SKD (24:Tech) / (64: Non-tech)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}
====623C====
{{MoveData-KOFXV | character = Chris | moveId = chris_623c
| name        = Direction Change
| header      = no
| version    = C
| orderId    = 2
| input      = 623C
| images      = XV_chris_623a_ima.png
| hitboxes    = XV_chris_623p_hb.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 21
| active      = 7
| recovery    = 33
| hitadv      = SKD (24:Tech) / (64: Non-tech)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}
====623AC====
{{MoveData-KOFXV | character = Chris | moveId = chris_623ac
| name        = Direction Change
| header      = no
| version    = AC
| orderId    = 3
| input      = 623AC
| images      = XV_chris_623a_ima.png
| hitboxes    = XV_chris_623ac_hb.png, XV_chris_623ac2_hb.png
| damage      = 160
| guard      = N/A
| cancel      =
| startup    = 17
| active      = 11
| recovery    = 33
| hitadv      = SKD (24:Tech) / (65: Non-tech)
| blockadv    = Unblockable
| invul      = Full Strike: 3 to 12 (10 Frames)
| stun        = 0
| guardDamage = 0
}}
===Scramble Dash===
====236B====
{{MoveData-KOFXV | character = Chris | moveId = chris_236b
| name        = Scramble Dash
| header      = yes
| version    = B
| orderId    = 1
| input      = 236B
| images      = XV_chris_236b_ima.png
| hitboxes    = XV_chris_236b_hb.png
| damage      = N/A
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 27
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
====236D====
{{MoveData-KOFXV | character = Chris | moveId = chris_236d
| name        = Scramble Dash
| header      = no
| version    = D
| orderId    = 2
| input      = 236D
| images      = XV_chris_236d_ima.png
| hitboxes    = XV_chris_236d_hb.png
| damage      = N/A
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 35
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
====236BD====
{{MoveData-KOFXV | character = Chris | moveId = chris_236bd
| name        = Scramble Dash
| header      = no
| version    = BD
| orderId    = 3
| input      = 236BD
| images      = XV_chris_236b_ima.png
| hitboxes    = XV_chris_236bd_hb.png, XV_chris_236bd2_hb.png, XV_chris_236bd3_hb.png
| damage      = 77 (30 + 50)
| guard      = Mid to Low
| cancel      =
| startup    = 21
| active      = 8 (3) 7
| recovery    = 15
| hitadv      = 1
| blockadv    = -3
| invul      =
| stun        = 0
| guardDamage = 5 + 8
}}


==Supers==
==Supers==
===Chain Slide Touch===
====236236A====
{{MoveData-KOFXV | character = Chris | moveId = chris_236236a
| name        = Chain Slide Touch
| header      = yes
| version    = A
| orderId    = 1
| input      = 236236A
| images      = XV_chris_236236a_ima.png
| hitboxes    = XV_chris_236236a_hb.png, XV_chris_236236a2_hb.png
| damage      = 170 (30*4+50)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 14
| active      = 3 (13) 3 (11) 3 (12) 3 (12) 3
| recovery    = 33
| hitadv      = HKD (+69)
| blockadv    = -25
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}
====236236C====
{{MoveData-KOFXV | character = Chris | moveId = chris_236236c
| name        = Chain Slide Touch
| header      = no
| version    = C
| orderId    = 2
| input      = 236236C
| images      = XV_chris_236236a_ima.png
| hitboxes    = XV_chris_236236a_hb.png, XV_chris_236236a2_hb.png
| damage      = 170 (30*4+50)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 14
| active      = 3 (13) 3 (11) 3 (12) 3 (12) 3
| recovery    = 33
| hitadv      = HKD (+69)
| blockadv    = -25
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}
====236236AC====
{{MoveData-KOFXV | character = Chris | moveId = chris_236236ac
| name        = Chain Slide Touch
| header      = no
| version    = AC
| orderId    = 3
| input      = 236236AC
| images      = XV_chris_236236c_ima.png
| hitboxes    = XV_chris_236236ac_hb.png, XV_chris_236236ac2_hb.png, XV_chris_236236ac3_hb.png
| damage      = 330 (25*8+30+100)
| guard      = Mid
| cancel      = climax
| startup    = 11
| active      = 3 (8) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (14) 3
| recovery    = 39
| hitadv      = HKD (+65)
| blockadv    = -23
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
===Twister Drive===
====214214B====
{{MoveData-KOFXV | character = Chris | moveId = chris_214214b
| name        = Twister Drive
| header      = yes
| version    = B
| orderId    = 1
| input      = 214214B
| images      = XV_chris_214214b_ima.png
| hitboxes    = XV_chris_214214b_hb.png, XV_chris_214214b2_hb.png, XV_chris_214214b3_hb.png, XV_chris_214214b4_hb.png
| damage      = 170 (30+10*8+60)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 8
| active      = 3 (5) 4 (14) 4 (11) 3
| recovery    = 41
| hitadv      = HKD (+47)
| blockadv    = -74
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 0
| guardDamage = 0
}}
====214214D====
{{MoveData-KOFXV | character = Chris | moveId = chris_214214d
| name        = Twister Drive
| header      = no
| version    = D
| orderId    = 2
| input      = 214214D
| images      = XV_chris_214214b_ima.png
| hitboxes    = XV_chris_214214b_hb.png, XV_chris_214214b2_hb.png, XV_chris_214214b3_hb.png, XV_chris_214214b4_hb.png
| damage      = 170 (30+10*8+60)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 8
| active      = 3 (5) 4 (14) 4 (11) 3
| recovery    = 41
| hitadv      = HKD (+47)
| blockadv    = -74
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 0
| guardDamage = 0
}}
====214214BD====
{{MoveData-KOFXV | character = Chris | moveId = chris_214214bd
| name        = Twister Drive
| header      = no
| version    = BD
| orderId    = 3
| input      = 214214BD
| images      = XV_chris_214214b_ima.png
| hitboxes    = XV_chris_214214b_hb.png, XV_chris_214214b2_hb.png, XV_chris_214214b3_hb.png, XV_chris_214214b4_hb.png
| damage      = 320 (30+20*12+50)
| guard      = Mid
| cancel      = climax
| startup    = 7
| active      = 3 (5) 4 (46) 4 (14) 4 (10) 3
| recovery    = 61
| hitadv      = HKD (+42)
| blockadv    = -74
| invul      = Full Body: 1 to 9 (9 Frames)
| stun        = 0
| guardDamage = 0
}}
===Onslaught Mirage===
====2141236CD====
{{MoveData-KOFXV | character = Chris | moveId = chris_2141236cd
| name        = Onslaught Mirage
| input      = 2141236CD
| images      = XV_chris_214236cd_ima.png
| hitboxes    = XV_chris_214236cd_hb.png
| damage      = 433 (20+28*10+133) Min: 260
| guard      = Mid
| cancel      =
| startup    = 14
| active      = 14
| recovery    = 62
| hitadv      = HKD (30)
| blockadv    = -57
| invul      = Full Body: 1 to 26 (26 Frames)
| stun        = 0
| guardDamage = 0
}}


===Climax super===




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

Latest revision as of 08:19, 4 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Chris
chris_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
25Midcommand43664-3060


close B

Chris
chris_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
30Midcommand549-3-5-3060


close C

Chris
chris_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
70Midcommand53210-2-70120


close D

Chris
chris_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
80Midcommand631820-70120


Far Standing Normals

far A

Chris
chris_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
25Midcommand54101-1-3060


far B

Chris
chris_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
30Midsuper64101-1-3060


far C

Chris
chris_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
70 (30+40)Midcommand(1), special(2)8, 152 (5) 418-1-3-80 (40+40)120 (60+60)


far D

Chris
chris_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
80Midsuper10517-1-3-70120


Crouch Normals

crouch A

Chris
chris_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
25Midcommand44742-3060


crouch B

Chris
chris_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
30Lowspecial44101-1-3060


crouch C

Chris
chris_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
70 (35+35)Midcommand6622-5-7-70 (35+35)120 (60+60)


crouch D

Chris
chris_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)-5-70120


jump normals

hop A

Chris
chris_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-551 on ground---3050


jump A

Chris
chris_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-591 on ground---3060


hop B

Chris
chris_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-681 on ground---3050


jump B

Chris
chris_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-681 on ground---3060


hop C

Chris
chris_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-651 on ground---70100


jump C

Chris
chris_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-661 on ground---70120


hop D

Chris
chris_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-761 on ground---70100


jump D

Chris
chris_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-771 on ground---70120


hop 8B

Chris
chris_h8b
h.8B
h.8B
hop 8B
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-6101 on ground---3050


jump 8B

Chris
chris_j8b
j.8B
j.8B
jump 8B
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-691 on ground---3060


rush moves

rush 1

Chris
chris_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush64--5-7-30120 (60+60)


rush 2

Chris
chris_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-65--8-10-30180 (60+60+60)


Command normals

Spinning Array

Chris
chris_6a
6A
6A
Spinning Array
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
40 [30]Midspecial13 [11]223-4-6-4080


Reverse Anchor Kick

Reverse Anchor Kick
Chris
chris_6b
6B
6B
Reverse Anchor Kick
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-24321-3-5-40-


Cancel Reverse Anchor Kick
Chris
chris_6b_cancel
6B cancel
6B cancel
Cancel Reverse Anchor Kick

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
40 (20+20)Mid,Midspecial152 (3) 322-5-7-40 (20+20)80 (40+40)


Carry Off Kick

Chris
chris_3d
3D
3D
Carry Off Kick
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
60LowSuper101014-3~+6-5~+4-4080


Blowback

Blowback

Chris
chris_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
75Midspecial15327Wall Splat - HKD (gnd) (70 to 86)-7Low Body: 10 to 27 (18 Frames)100160


Shatterstrike

Chris
chris_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)-10Full Body Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Chris
chris_214cd
214CD
214CD
AdvanceStrike

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


hop CD

Chris
chris_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-1571 on groundSKD--80120


jump CD

Chris
chris_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-155SKD---80140


Throws

Step Turn

Chris
chris_cthrow
(close) 4/6C
(close) 4/6C
Step Turn
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 (60)--00


Aerial Drop

Chris
chris_dthrow
(close) 4/6D
(close) 4/6D
Aerial Drop
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 (49)--00


Specials

Hunting Air

623B

Chris
chris_623b
623B
623B
Hunting Air



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Mid-6447SKD (3:Tech) / (30: Non-tech)-32Full Body: 1 to 7 (7 Frames)4080


623D

Chris
chris_623d
623D
623D
Hunting Air



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-8453SKD (10:Tech) / (37: Non-tech)-38Full Body: 1 to 11 (11 Frames)4080


623BD

Chris
chris_623bd
623BD
623BD
Hunting Air



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
140 (35*4)Mid-44 (20) 1 (23) 721HKD (37)-13Full Body: 1 to 7 (7 Frames)0120 (40+40+miss+40)


Glider Stomp

j.236B

Chris
chris_j236b
j.236B
j.236B
Glider Stomp
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-1326 (Active until on ground)16SKD-5~+2-4080


j.236D

Chris
chris_j236d
j.236D
j.236D
Glider Stomp
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-1536 (Active until on ground)16SKD-7~+2-4080


j.236BD

Chris
chris_j236bd
j.236BD
j.236BD
Glider Stomp
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-1536 (Active until on ground)26Juggle-17~-8-080


Shooting Dancer Thrust

214A

Chris
chris_214a
214A
214A
Shooting Dancer Thrust


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
58 (20+40)Mid, Lowsuper108 (3) 715+1~+6-3~+4-80 (40+40)80 (40+40)


214C

Chris
chris_214c
214C
214C
Shooting Dancer Thrust

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
96 (20+80)MidSuper127 (10) 7-SKD (27:Tech) / (54: Non-tech)-8 (Close Range)/ -2 (Max Range)-80 (40+40)120 (40+80)


214AC

Chris
chris_214ac
214AC
214AC
Shooting Dancer Thrust

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
115 (20+100)Mid, Low-138 (6) 324HKD (+65)-8-0160 (40+120)


Shooting Dancer Step

214B

Chris
chris_214b
214B
214B
Shooting Dancer Step

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (20+80)Mid, HighSuper108 (16) 735HKD (5)-41-80 (40+40)120 (40+80)


214D

Chris
chris_214d
214D
214D
Shooting Dancer Step

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (20+80)Mid, HighSuper108 (16) 735HKD (5)-41-80 (40+40)120 (40+80)


214BD

Chris
chris_214bd
214BD
214BD
Shooting Dancer Step


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
115 (20+25+80)Mid-178 (7) 169 (21 on ground)HKD (13)-55-0200 (40+80+80)


Direction Change

623A

Chris
chris_623a
623A
623A
Direction Change
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-19933SKD (24:Tech) / (64: Non-tech)Unblockable-00


623C

Chris
chris_623c
623C
623C
Direction Change
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-21733SKD (24:Tech) / (64: Non-tech)Unblockable-00


623AC

Chris
chris_623ac
623AC
623AC
Direction Change

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
160N/A-171133SKD (24:Tech) / (65: Non-tech)UnblockableFull Strike: 3 to 12 (10 Frames)00


Scramble Dash

236B

Chris
chris_236b
236B
236B
Scramble Dash
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/AN/A---27---00


236D

Chris
chris_236d
236D
236D
Scramble Dash
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/AN/A---35---00


236BD

Chris
chris_236bd
236BD
236BD
Scramble Dash


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
77 (30 + 50)Mid to Low-218 (3) 7151-3-05 + 8


Supers

Chain Slide Touch

236236A

Chris
chris_236236a
236236A
236236A
Chain Slide Touch

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
170 (30*4+50)Midadvanced, climax143 (13) 3 (11) 3 (12) 3 (12) 333HKD (+69)-25Full Body: 1 to 3 (3 Frames)00


236236C

Chris
chris_236236c
236236C
236236C
Chain Slide Touch

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
170 (30*4+50)Midadvanced, climax143 (13) 3 (11) 3 (12) 3 (12) 333HKD (+69)-25Full Body: 1 to 3 (3 Frames)00


236236AC

Chris
chris_236236ac
236236AC
236236AC
Chain Slide Touch


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330 (25*8+30+100)Midclimax113 (8) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (14) 339HKD (+65)-23Full Body: 1 (1 Frame)00


Twister Drive

214214B

Chris
chris_214214b
214214B
214214B
Twister Drive



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
170 (30+10*8+60)Midadvanced, climax83 (5) 4 (14) 4 (11) 341HKD (+47)-74Full Body: 1 to 10 (10 Frames)00


214214D

Chris
chris_214214d
214214D
214214D
Twister Drive



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
170 (30+10*8+60)Midadvanced, climax83 (5) 4 (14) 4 (11) 341HKD (+47)-74Full Body: 1 to 10 (10 Frames)00


214214BD

Chris
chris_214214bd
214214BD
214214BD
Twister Drive



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
320 (30+20*12+50)Midclimax73 (5) 4 (46) 4 (14) 4 (10) 361HKD (+42)-74Full Body: 1 to 9 (9 Frames)00


Onslaught Mirage

2141236CD

Chris
chris_2141236cd
2141236CD
2141236CD
Onslaught Mirage
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
433 (20+28*10+133) Min: 260Mid-141462HKD (30)-57Full Body: 1 to 26 (26 Frames)00