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The King of Fighters XV/Chris/Data: Difference between revisions
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EMRaistlin (talk | contribs) m fixed raw dmg |
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Line 5: | Line 5: | ||
| name = close A | | name = close A | ||
| input = cl.A | | input = cl.A | ||
| images = | | images = XV_chris_cla_ima.png | ||
| hitboxes = | | 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 = | | hitadv = 6 | ||
| blockadv = | | 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 = | | images = XV_chris_clb_ima.png | ||
| hitboxes = | | 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 = | | images = XV_chris_clc_ima.png | ||
| hitboxes = | | 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 = | | images = XV_chris_cld_ima.png | ||
| hitboxes = | | 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=== | ||
==== | ====far A==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_fa | ||
| name = | | name = far A | ||
| input = A | | input = A | ||
| images = | | images = XV_chris_fa_ima.png | ||
| hitboxes = | | 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 | ||
}} | }} | ||
==== | ====far B==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_fb | ||
| name = | | name = far B | ||
| input = B | | input = B | ||
| images = | | images = XV_chris_fb_ima.png | ||
| hitboxes = | | hitboxes = XV_chris_fb_hb.png | ||
| damage = | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 10 | ||
| hitadv = 1 | | hitadv = 1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far C==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_fc | ||
| name = | | name = far C | ||
| input = C | | input = C | ||
| images = | | images = XV_chris_fc_ima.png | ||
| hitboxes = | | 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) | ||
}} | }} | ||
==== | ====far D==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_fd | ||
| name = | | name = far D | ||
| input = D | | input = D | ||
| images = | | images = XV_chris_fd_ima.png | ||
| hitboxes = | | 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 = - | | hitadv = -1 | ||
| blockadv = - | | blockadv = -3 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====crouch A==== | ====crouch A==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_2a | ||
| name = crouch A | | name = crouch A | ||
| input = | | input = 2A | ||
| images = | | images = XV_chris_2a_ima.png | ||
| hitboxes = | | hitboxes = XV_chris_2a_hb.png | ||
| damage = | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 7 | ||
| hitadv = 4 | | hitadv = 4 | ||
| blockadv = 2 | | blockadv = 2 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====crouch B==== | ====crouch B==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_2b | ||
| name = crouch B | | name = crouch B | ||
| input = | | input = 2B | ||
| images = | | images = XV_chris_2b_ima.png | ||
| hitboxes = | | hitboxes = XV_chris_2b_hb.png | ||
| damage = | | damage = 30 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = special | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 10 | ||
| hitadv = 1 | | hitadv = 1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====crouch C==== | ====crouch C==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_2c | ||
| name = crouch C | | name = crouch C | ||
| input = | | input = 2C | ||
| images = | | images = XV_chris_2c_ima.png | ||
| hitboxes = | | hitboxes = XV_chris_2c_hb.png, XV_chris_2c2_hb.png | ||
| damage = | | damage = 70 (35+35) | ||
| guard = 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) | ||
}} | }} | ||
====crouch D==== | ====crouch D==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_2d | ||
| name = crouch D | | name = crouch D | ||
| input = | | input = 2D | ||
| images = | | images = XV_chris_2d_ima.png | ||
| hitboxes = | | hitboxes = XV_chris_2d_hb.png | ||
| damage = | | damage = 80 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = special | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = SKD (25) | ||
| blockadv = -5 | | 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 | | name = hop A | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.A | ||
| images | | images = XV_chris_ja_ima.png | ||
| hitboxes | | hitboxes = XV_chris_ja_hb.png | ||
| damage | | damage = 40 | ||
| guard | | 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 | | name = jump A | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.A | ||
| images | | images = XV_chris_ja_ima.png | ||
| hitboxes | | hitboxes = XV_chris_ja_hb.png | ||
| damage | | damage = 45 | ||
| guard | | 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 | | name = hop B | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.B | ||
| images | | images = XV_chris_jb2_ima.png | ||
| hitboxes | | hitboxes = XV_chris_jb_hb.png | ||
| damage | | damage = 40 | ||
| guard | | 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 | | name = jump B | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.B | ||
| images | | images = XV_chris_jb2_ima.png | ||
| hitboxes | | hitboxes = XV_chris_jb_hb.png | ||
| damage | | damage = 45 | ||
| guard | | 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 | | name = hop C | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.C | ||
| images | | images = XV_chris_jc_ima.png | ||
| hitboxes | | hitboxes = XV_chris_jc_hb.png | ||
| damage | | damage = 70 | ||
| guard | | 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 | | name = jump C | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.C | ||
| images | | images = XV_chris_jc_ima.png | ||
| hitboxes | | hitboxes = XV_chris_jc_hb.png | ||
| damage | | damage = 70 | ||
| guard | | 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 | | name = hop D | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.D | ||
| images | | images = XV_chris_jd_ima.png | ||
| hitboxes | | hitboxes = XV_chris_hd_hb.png | ||
| damage | | damage = 70 | ||
| guard | | 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 | | name = jump D | ||
| header = no | |||
| version = jump | |||
| orderId = 2 | |||
| input = j.D | |||
| images = XV_chris_jd_ima.png | |||
| hitboxes = XV_chris_jd_hb.png | |||
| damage = 70 | |||
| guard = High | |||
| cancel = | |||
| startup = 7 | |||
| active = 7 | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 70 | |||
| 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 | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.8B | ||
| images | | images = XV_chris_jb_ima.png | ||
| hitboxes | | hitboxes = XV_chris_j8b_hb.png | ||
| damage | | damage = 45 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 6 | ||
| active | | active = 9 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | 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=== | ||
==== | ====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 | | name = Blowback | ||
| input | | input = CD | ||
| images | | images = XV_chris_cd_ima.png | ||
| hitboxes | | hitboxes = XV_chris_cd_hb.png, XV_chris_cd2_hb.png | ||
| damage | | damage = 75 | ||
| guard | | guard = Mid | ||
| cancel | | 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 | |||
}} | }} | ||
==== | ====AdvanceStrike==== | ||
{{MoveData-KOFXV | character = Chris | moveId = | {{MoveData-KOFXV | character = Chris | moveId = chris_214cd | ||
| name | | name = AdvanceStrike | ||
| input | | input = 214CD | ||
| images | | images = XV_chris_214cd_ima.png | ||
| hitboxes | | hitboxes = XV_chris_214cd_hb.png, XV_chris_214cd2_hb.png | ||
| damage | | damage = 100 | ||
| guard | | 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 | | name = hop CD | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.CD | ||
| images | | images = XV_chris_jcd_ima.png | ||
| hitboxes | | hitboxes = XV_chris_jcd_hb.png, XV_chris_jcd2_hb.png | ||
| damage | | damage = 80 | ||
| guard | | 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 | | name = jump CD | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.CD | ||
| images | | images = XV_chris_jcd_ima.png | ||
| hitboxes | | hitboxes = XV_chris_jcd_hb.png, XV_chris_jcd2_hb.png | ||
| damage | | damage = 90 | ||
| guard | | 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=== | ||
==== | ====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 | |||
}} | |||
==== | ====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 | |||
}} | |||
[[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
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 6 | 6 | 4 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 5 | 4 | 9 | -3 | -5 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 3 | 21 | 0 | -2 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 6 | 3 | 18 | 2 | 0 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 5 | 4 | 10 | 1 | -1 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 6 | 4 | 10 | 1 | -1 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 (30+40) | Mid | command(1), special(2) | 8, 15 | 2 (5) 4 | 18 | -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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 10 | 5 | 17 | -1 | -3 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 4 | 7 | 4 | 2 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | special | 4 | 4 | 10 | 1 | -1 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 (35+35) | Mid | command | 6 | 6 | 22 | -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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | special | 9 | 4 | 20 | SKD (25) | -5 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 5 | 1 on ground | - | - | - | 30 | 50 |
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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 9 | 1 on ground | - | - | - | 30 | 60 |
hop B
Chris chris_hb | ||||||||||
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h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump B
Chris chris_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 8 | 1 on ground | - | - | - | 30 | 60 |
hop C
Chris chris_hc | ||||||||||
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h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump C
Chris chris_jc | ||||||||||
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j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 6 | 1 on ground | - | - | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 6 | 1 on ground | - | - | - | 70 | 100 |
jump D
Chris chris_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 7 | 1 on ground | - | - | - | 70 | 120 |
hop 8B
Chris chris_h8b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 10 | 1 on ground | - | - | - | 30 | 50 |
jump 8B
Chris chris_j8b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 9 | 1 on ground | - | - | - | 30 | 60 |
rush moves
rush 1
Chris chris_rush1 | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | 6 | 4 | - | -5 | -7 | - | 30 | 120 (60+60) |
rush 2
Chris chris_rush2 | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | - | 6 | 5 | - | -8 | -10 | - | 30 | 180 (60+60+60) |
Command normals
Spinning Array
Chris chris_6a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 [30] | Mid | special | 13 [11] | 2 | 23 | -4 | -6 | - | 40 | 80 |
Reverse Anchor Kick
Reverse Anchor Kick
Chris chris_6b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 24 | 3 | 21 | -3 | -5 | - | 40 | - |
Cancel Reverse Anchor Kick
Chris chris_6b_cancel | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 (20+20) | Mid,Mid | special | 15 | 2 (3) 3 | 22 | -5 | -7 | - | 40 (20+20) | 80 (40+40) |
Carry Off Kick
Chris chris_3d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Low | Super | 10 | 10 | 14 | -3~+6 | -5~+4 | - | 40 | 80 |
Blowback
Blowback
Chris chris_cd | ||||||||||
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CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 15 | 3 | 27 | Wall Splat - HKD (gnd) (70 to 86) | -7 | Low Body: 10 to 27 (18 Frames) | 100 | 160 |
Shatterstrike
Chris chris_236cd | ||||||||||
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236CD
236CD Shatterstrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple - HKD (93) | -10 | Full Body Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Chris chris_214cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Chris chris_hcd | ||||||||||
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h.CD
h.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 15 | 7 | 1 on ground | SKD | - | - | 80 | 120 |
jump CD
Chris chris_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 15 | 5 | SKD | - | - | - | 80 | 140 |
Throws
Step Turn
Chris chris_cthrow | ||||||||||
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(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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (60) | - | - | 0 | 0 |
Aerial Drop
Chris chris_dthrow | ||||||||||
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(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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (49) | - | - | 0 | 0 |
Specials
Hunting Air
623B
Chris chris_623b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 6 | 4 | 47 | SKD (3:Tech) / (30: Non-tech) | -32 | Full Body: 1 to 7 (7 Frames) | 40 | 80 |
623D
Chris chris_623d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 8 | 4 | 53 | SKD (10:Tech) / (37: Non-tech) | -38 | Full Body: 1 to 11 (11 Frames) | 40 | 80 |
623BD
Chris chris_623bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
140 (35*4) | Mid | - | 4 | 4 (20) 1 (23) 7 | 21 | HKD (37) | -13 | Full Body: 1 to 7 (7 Frames) | 0 | 120 (40+40+miss+40) |
Glider Stomp
j.236B
Chris chris_j236b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | - | 13 | 26 (Active until on ground) | 16 | SKD | -5~+2 | - | 40 | 80 |
j.236D
Chris chris_j236d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | - | 15 | 36 (Active until on ground) | 16 | SKD | -7~+2 | - | 40 | 80 |
j.236BD
Chris chris_j236bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 15 | 36 (Active until on ground) | 26 | Juggle | -17~-8 | - | 0 | 80 |
Shooting Dancer Thrust
214A
Chris chris_214a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
58 (20+40) | Mid, Low | super | 10 | 8 (3) 7 | 15 | +1~+6 | -3~+4 | - | 80 (40+40) | 80 (40+40) |
214C
Chris chris_214c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
96 (20+80) | Mid | Super | 12 | 7 (10) 7 | - | SKD (27:Tech) / (54: Non-tech) | -8 (Close Range)/ -2 (Max Range) | - | 80 (40+40) | 120 (40+80) |
214AC
Chris chris_214ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
115 (20+100) | Mid, Low | - | 13 | 8 (6) 3 | 24 | HKD (+65) | -8 | - | 0 | 160 (40+120) |
Shooting Dancer Step
214B
Chris chris_214b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 (20+80) | Mid, High | Super | 10 | 8 (16) 7 | 35 | HKD (5) | -41 | - | 80 (40+40) | 120 (40+80) |
214D
Chris chris_214d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 (20+80) | Mid, High | Super | 10 | 8 (16) 7 | 35 | HKD (5) | -41 | - | 80 (40+40) | 120 (40+80) |
214BD
Chris chris_214bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
115 (20+25+80) | Mid | - | 17 | 8 (7) 1 | 69 (21 on ground) | HKD (13) | -55 | - | 0 | 200 (40+80+80) |
Direction Change
623A
Chris chris_623a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 19 | 9 | 33 | SKD (24:Tech) / (64: Non-tech) | Unblockable | - | 0 | 0 |
623C
Chris chris_623c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 21 | 7 | 33 | SKD (24:Tech) / (64: Non-tech) | Unblockable | - | 0 | 0 |
623AC
Chris chris_623ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
160 | N/A | - | 17 | 11 | 33 | SKD (24:Tech) / (65: Non-tech) | Unblockable | Full Strike: 3 to 12 (10 Frames) | 0 | 0 |
Scramble Dash
236B
Chris chris_236b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
N/A | N/A | - | - | - | 27 | - | - | - | 0 | 0 |
236D
Chris chris_236d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
N/A | N/A | - | - | - | 35 | - | - | - | 0 | 0 |
236BD
Chris chris_236bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
77 (30 + 50) | Mid to Low | - | 21 | 8 (3) 7 | 15 | 1 | -3 | - | 0 | 5 + 8 |
Supers
Chain Slide Touch
236236A
Chris chris_236236a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
170 (30*4+50) | Mid | advanced, climax | 14 | 3 (13) 3 (11) 3 (12) 3 (12) 3 | 33 | HKD (+69) | -25 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
236236C
Chris chris_236236c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
170 (30*4+50) | Mid | advanced, climax | 14 | 3 (13) 3 (11) 3 (12) 3 (12) 3 | 33 | HKD (+69) | -25 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
236236AC
Chris chris_236236ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
330 (25*8+30+100) | Mid | climax | 11 | 3 (8) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (9) 3 (14) 3 | 39 | HKD (+65) | -23 | Full Body: 1 (1 Frame) | 0 | 0 |
Twister Drive
214214B
Chris chris_214214b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
170 (30+10*8+60) | Mid | advanced, climax | 8 | 3 (5) 4 (14) 4 (11) 3 | 41 | HKD (+47) | -74 | Full Body: 1 to 10 (10 Frames) | 0 | 0 |
214214D
Chris chris_214214d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
170 (30+10*8+60) | Mid | advanced, climax | 8 | 3 (5) 4 (14) 4 (11) 3 | 41 | HKD (+47) | -74 | Full Body: 1 to 10 (10 Frames) | 0 | 0 |
214214BD
Chris chris_214214bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
320 (30+20*12+50) | Mid | climax | 7 | 3 (5) 4 (46) 4 (14) 4 (10) 3 | 61 | HKD (+42) | -74 | Full Body: 1 to 9 (9 Frames) | 0 | 0 |
Onslaught Mirage
2141236CD
Chris chris_2141236cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
433 (20+28*10+133) Min: 260 | Mid | - | 14 | 14 | 62 | HKD (30) | -57 | Full Body: 1 to 26 (26 Frames) | 0 | 0 |