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The King of Fighters XV/K'/Data: Difference between revisions

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Matoshlee (talk | contribs)
AmedoS310 (talk | contribs)
 
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Line 7: Line 7:
| images      = XV_k_cla_ima.png
| images      = XV_k_cla_ima.png
| hitboxes    = XV_k_cla.png
| hitboxes    = XV_k_cla.png
| damage      =  
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 7
| hitadv      = +4
| hitadv      = +5
| blockadv    = +2
| blockadv    = +3
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 26: Line 26:
| images      = XV_k_clb_ima.png
| images      = XV_k_clb_ima.png
| hitboxes    = XV_k_clb.png
| hitboxes    = XV_k_clb.png
| damage      =  
| damage      = 30
| guard      = Mid
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 6
| startup    = 6
| active      =  
| active      = 3
| recovery    =  
| recovery    = 8
| hitadv      = +4
| hitadv      = +4
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 44: Line 44:
| input      = cl.C
| input      = cl.C
| images      = XV_k_clc_ima.png
| images      = XV_k_clc_ima.png
| hitboxes    = XV_k_clc.png
| hitboxes    = XV_k_clc_1.png, XV_k_clc_2.png
| damage      =  
| damage      = 70 (35+35)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 2 (2) 3
| recovery    =  
| recovery    = 20
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        =  
| stun        = 70 (35+35)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 64: Line 64:
| images      = XV_k_cld_ima.png
| images      = XV_k_cld_ima.png
| hitboxes    = XV_k_cld.png
| hitboxes    = XV_k_cld.png
| damage      =  
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 7
| startup    = 7
| active      =  
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 83: Line 83:
| input      = f.A
| input      = f.A
| images      = XV_k_fa_ima.png
| images      = XV_k_fa_ima.png
| hitboxes    = XV_k_fa.png
| hitboxes    = Xv_k_fa.png
| damage      =  
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 4
| startup    = 4
| active      =  
| active      = 4
| recovery    =  
| recovery    = 7
| hitadv      = +4
| hitadv      = +4
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 102: Line 102:
| input      = f.B
| input      = f.B
| images      = XV_k_fb_ima.png
| images      = XV_k_fb_ima.png
| hitboxes    = XV_k_fb.png
| hitboxes    = Xv_k_fb.png
| damage      =  
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 8
| startup    = 8
| active      =  
| active      = 4
| recovery    =  
| recovery    = 11
| hitadv      = -2
| hitadv      = 0
| blockadv    = -4
| blockadv    = -2
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 121: Line 121:
| input      = f.C
| input      = f.C
| images      = XV_k_fc_ima.png
| images      = XV_k_fc_ima.png
| hitboxes    = XV_k_fc.png
| hitboxes    = Xv_k_fc.png
| damage      =  
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 10
| startup    = 10
| active      =  
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 140: Line 140:
| input      = f.D
| input      = f.D
| images      = XV_k_fd_ima.png
| images      = XV_k_fd_ima.png
| hitboxes    = XV_k_fd.png
| hitboxes    = Xv_k_fd.png
| damage      =  
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 9
| startup    = 9
| active      =  
| active      = 5
| recovery    =  
| recovery    = 16
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 161: Line 161:
| images      = XV_k_2a_ima.png
| images      = XV_k_2a_ima.png
| hitboxes    = XV_k_2a.png
| hitboxes    = XV_k_2a.png
| damage      =  
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 8
| hitadv      = +3
| hitadv      = +4
| blockadv    = +1
| blockadv    = +2
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 180: Line 180:
| images      = XV_k_2b_ima.png
| images      = XV_k_2b_ima.png
| hitboxes    = XV_k_2b.png
| hitboxes    = XV_k_2b.png
| damage      =  
| damage      = 15
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 9
| hitadv      = +2
| hitadv      = +2
| blockadv    = 0
| blockadv    = 0
| invul      =  
| invul      =  
| stun        =  
| stun        = 15
| guardDamage =  
| guardDamage = 30
}}
}}


Line 198: Line 198:
| input      = 2C
| input      = 2C
| images      = XV_k_2c_ima.png
| images      = XV_k_2c_ima.png
| hitboxes    = XV_k_2c.png
| hitboxes    = XV_k_2c_1.png, XV_k_2c_2.png, XV_k_2c_3.png
| damage      =  
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 6
| startup    = 6
| active      =  
| active      = 6
| recovery    =  
| recovery    = 23
| hitadv      = -8
| hitadv      = -8
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 218: Line 218:
| images      = XV_k_2d_ima.png
| images      = XV_k_2d_ima.png
| hitboxes    = XV_k_2d.png
| hitboxes    = XV_k_2d.png
| damage      =  
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 8
| startup    = 8
| active      =  
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = KD
| hitadv      = SKD (25: Tech / 52: Non-tech)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 234: Line 234:
====hop A====
====hop A====
{{MoveData-KOFXV | character = K' | moveId = k_ha
{{MoveData-KOFXV | character = K' | moveId = k_ha
| name   = hop A
| name       = hop A
| header      = yes
| header      = yes
| version   = hop A
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.A
| input       = h.A
| images   = XV_placeholder.png
| images     = XV_k_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_ha.png
| damage   =  
| damage     = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 4
| active   =  
| active     = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = K' | moveId = k_ja
{{MoveData-KOFXV | character = K' | moveId = k_ja
| name   = jump A
| name       = jump A
| header      = no
| header      = no
| version   = jump A
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.A
| input       = j.A
| images   = XV_placeholder.png
| images     = XV_k_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_ja.png
| damage   =  
| damage     = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 4
| active   =  
| active     = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop B====
====hop B====
{{MoveData-KOFXV | character = K' | moveId = k_hb
{{MoveData-KOFXV | character = K' | moveId = k_hb
| name   = hop B
| name       = hop B
| header      = yes
| header      = yes
| version   = hop B
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.B
| input       = h.B
| images   = XV_placeholder.png
| images     = XV_k_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_jb.png
| damage   =  
| damage     = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 4
| active   =  
| active     = 13
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = K' | moveId = k_jb
{{MoveData-KOFXV | character = K' | moveId = k_jb
| name   = jump B
| name       = jump B
| header      = no
| header      = no
| version   = jump B
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.B
| input       = j.B
| images   = XV_placeholder.png
| images     = XV_k_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_jb.png
| damage   =  
| damage     = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 4
| active   =  
| active     = 14
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====hop C====
====hop C====
{{MoveData-KOFXV | character = K' | moveId = k_hc
{{MoveData-KOFXV | character = K' | moveId = k_hc
| name   = hop C
| name       = hop C
| header      = yes
| header      = yes
| version   = hop C
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.C
| input       = h.C
| images   = XV_placeholder.png
| images     = XV_k_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_hc.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = K' | moveId = k_jc
{{MoveData-KOFXV | character = K' | moveId = k_jc
| name   = jump C
| name       = jump C
| header      = no
| header      = no
| version   = jump C
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.C
| input       = j.C
| images   = XV_placeholder.png
| images     = XV_k_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_jc.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 6
| active   =  
| active     = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = K' | moveId = k_hd
{{MoveData-KOFXV | character = K' | moveId = k_hd
| name   = hop D
| name       = hop D
| header      = yes
| header      = yes
| version   = hop D
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.D
| input       = h.D
| images   = XV_placeholder.png
| images     = XV_k_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_jd1.png, XV_k_jd2.png, XV_k_jd3.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 9
| active   =  
| active     = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


====jump D====
====jump D====
{{MoveData-KOFXV | character = K' | moveId = k_jd
{{MoveData-KOFXV | character = K' | moveId = k_jd
| name   = jump D
| name       = jump D
| header      = no
| header      = no
| version   = jump D
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.D
| input       = j.D
| images   = XV_placeholder.png
| images     = XV_k_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_jd1.png, XV_k_jd2.png, XV_k_jd3.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard       = High
| cancel   =  
| cancel     = special
| startup   =  
| startup     = 10
| active   =  
| active     = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Rush Moves===
====Rush 1====
{{MoveData-KOFXV | character = K' | moveId = k_rush1
| name        = Rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_k_rush1_ima.png
| hitboxes    = XV_k_rush1.png
| damage      = 48 (25+25)
| guard      = Mid
| cancel      = Rush
| startup    = 6
| active      =
| recovery    =
| hitadv      = -17
| blockadv    = -19
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}
====Rush 2====
{{MoveData-KOFXV | character = K' | moveId = k_rush2
| name        = Rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_k_rush2_ima.png
| hitboxes    = XV_k_rush2.png
| damage      = 70 (25+25+25)
| guard      = Mid
| cancel      = Rush
| startup    = 6
| active      =
| recovery    =
| hitadv      = -15
| blockadv    = -17
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}


===Command normals===
===Command normals===
====command input 1====
====One Inch====
{{MoveData-KOFXV | character = K' | moveId = k_6a
| name        = One Inch
| input       = 6A
| images      = XV_k_6a_ima.png
| hitboxes    = XV_k_6a.png
| damage      = 75 [60]
| guard      = Mid
| cancel      = super [special]
| startup    = 22 [12]
| active      = 9
| recovery    = 25 [15]
| hitadv      = Crumple (+92) [-3]
| blockadv    = -15 [-5]
| invul      =  
| stun        = 120 [60]
| guardDamage = 120 [80]
}}


====Knee Assault====
{{MoveData-KOFXV | character = K' | moveId = k_6bd
| name        = Knee Assault
| input      = 6B
| images      = XV_k_6b_ima.png
| hitboxes    = XV_k_6b.png, XV_k_6b2.png
| damage      = 70
| guard      = High [Mid]
| cancel      = special
| startup    = 22 [14]
| active      = 6
| recovery    = 24
| hitadv      = -9
| blockadv    = -11
| invul      =
| stun        = 70
| guardDamage = 80
}}
====Sniper Side====
{{MoveData-KOFXV | character = K' | moveId = k_4b
| name        = Sniper Side
| input      = 4B
| images      = XV_k_4b_ima.png
| hitboxes    = XV_k_4b.png, XV_k_4b2.png
| damage      = 50
| guard      = Mid
| cancel      = special
| startup    = 15
| active      = 6
| recovery    = 20
| hitadv      = -5
| blockadv    = -7
| invul      =
| stun        = 60
| guardDamage = 80
}}


===Blowback===
===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = K' | moveId = k_cd
{{MoveData-KOFXV | character = K' | moveId = k_cd
| name   = Blowback
| name        = Blowback
| input   = CD
| input      = CD
| images   = XV_placeholder.png
| images      = XV_k_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes    = XV_k_cd.png
| damage   =  
| damage      = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = Mid
| cancel   = special
| cancel      = command
| startup   =  
| startup    = 14
| active   =  
| active      = 4
| recovery   =  
| recovery    = 25
| hitadv   =  
| hitadv      = Wall Splat [+71~+87] (Ground hit) / SKD (Air hit)
| blockadv   =  
| blockadv    = -6
| invul   =  
| invul      =
| stun        = 100
| guardDamage = 160
}}
 
====Shatterstrike====
{{MoveData-KOFXV | character = K' | moveId = k_236cd
| name        = Shatterstrike
| input      = 236CD
| images      = XV_k_236cd_ima.png
| hitboxes    = XV_k_236cd.png, XV_k_236cd2.png
| damage      = 75
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 6
| recovery    = 27
| hitadv      = Crumple (+93)
| blockadv    = -10
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
 
====Advance Strike====
{{MoveData-KOFXV | character = K' | moveId = k_qcb+cd
| name   = AdvanceStrike
| input   = qcb+CD
| images   = XV_k_214cd_ima.png
| hitboxes   = XV_k_214cd_1.png, XV_k_214cd_2.png
| damage     = 100
| guard       = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel     =  
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
 
====hop CD====
{{MoveData-KOFXV | character = K' | moveId = k_hcd
| name        = hop CD
| header      = yes
| version    = hop
| orderId    = 1
| input      = h.CD
| images      = XV_k_jcd_ima.png
| hitboxes    = XV_k_hcd.png
| damage      = 80
| guard      = Mid
| cancel      =
| startup    = 17
| active      = 5
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 120
}}
 
====jump CD====
{{MoveData-KOFXV | character = K' | moveId = k_jcd
| name        = jump CD
| header      = no
| version    = jump
| orderId    = 2
| input      = j.CD
| images      = XV_k_jcd_ima.png
| hitboxes    = XV_k_jcd.png
| damage      = 90
| guard      = Mid
| cancel      =
| startup    = 17
| active      = 6
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 140
}}
 
===Throws===
====Spotpile====
{{MoveData-KOFXV | character = K' | moveId = k_cthrow
| name        = Spotpile
| input      = (close) 4/6C
| images      = XV_k_cthrow_ima.png
| hitboxes    = XV_k_cthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (+33)
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====Knee Strike====
{{MoveData-KOFXV | character = K' | moveId = k_dthrow
| name        = Knee Strike
| input      = (close) 4/6D
| images      = XV_k_dthrow_ima.png
| hitboxes    = XV_k_dthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (+34)
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
==Specials==
===Ein Trigger===
====236A====
{{MoveData-KOFXV | character = K' | moveId = k_236a
| name        = Ein Trigger
| header      = yes
| version    = A
| orderId    = 1
| input      = 236A
| images      = XV_k_236a_ima.png
| hitboxes    = XV_k_236a.png
| damage      = 40
| guard      = Mid
| cancel      =
| startup    = 9
| active      = 12
| recovery    = 15
| hitadv      = SKD (31: Tech / 58: Non-tech)
| blockadv    = -4
| invul      =
| stun        = 40
| guardDamage = 60
}}
 
====236C====
{{MoveData-KOFXV | character = K' | moveId = k_236c
| name        = Ein Trigger
| header      = no
| version    = C
| orderId    = 2
| input      = 236C
| images      = XV_k_236a_ima.png
| hitboxes    = XV_k_236c.png
| damage      = 40
| guard      = Mid
| cancel      =
| startup    = 9
| active      = 12
| recovery    = 15
| hitadv      = -2
| blockadv    = -4
| invul      =
| stun        = 40
| guardDamage = 60
}}
 
====236AC====
{{MoveData-KOFXV | character = K' | moveId = k_236ac
| name        = Ein Trigger
| header      = no
| version    = AC
| orderId    = 3
| input      = 236AC
| images      = XV_k_236a_ima.png
| hitboxes    = XV_k_236ac.png
| damage      = 50
| guard      = Mid
| cancel      =
| startup    = 7
| active      = 12
| recovery    = 19
| hitadv      = SKD (32: Tech / 59: Non-tech)
| blockadv    = -1
| invul      =
| stun        = 0
| guardDamage = 80
}}
 
===Second Whip===
====236A~6A====
{{MoveData-KOFXV | character = K' | moveId = k_236a_6a
| name        = Second Whip
| header      = yes
| version    = 236A~6A
| orderId    = 1
| input      = 236A~6A
| images      = XV_k_236a_6a_ima.png
| hitboxes    = XV_k_236a_6a.png
| damage      = 50
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 9
| recovery    = 15
| hitadv      = SKD (35: Tech / 62: Non-tech)
| blockadv    = -2
| invul      =
| stun        = 60
| guardDamage = 40
}}
 
====236C~6A====
{{MoveData-KOFXV | character = K' | moveId = k_236c_6a
| name        = Second Whip
| header      = no
| version    = 236C~6A
| orderId    = 2
| input      = 236C~6A
| images      = XV_k_236a_6a_ima.png
| hitboxes    = XV_k_236a_6a.png
| damage      = 50
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 9
| recovery    = 15
| hitadv      = SKD (33: Tech / 60: Non-tech)
| blockadv    = -2
| invul      =
| stun        = 60
| guardDamage = 40
}}
 
====236AC~6A====
{{MoveData-KOFXV | character = K' | moveId = k_236ac_6a
| name        = Second Whip
| header      = no
| version    = 236AC~6A
| orderId    = 3
| input      = 236AC~6A
| images      = XV_k_236a_6a_ima.png
| hitboxes    = XV_k_236ac_6a.png
| damage      = 90
| guard      = High
| cancel      =
| startup    = 13
| active      = 9
| recovery    = 15
| hitadv      = HKD (+47)
| blockadv    = -3
| invul      =
| stun        = 0
| guardDamage = 80
}}
 
===Second Shoot===
====236A~6B====
{{MoveData-KOFXV | character = K' | moveId = k_236a_6b
| name        = Second Shoot
| header      = yes
| version    = 236A~6B
| orderId    = 1
| input      = 236A~6B
| images      = XV_k_236a_6b_ima.png
| hitboxes    = XV_k_236a_6b.png, XV_k_236a_6b2.png
| damage      = 40
| guard      = Mid
| cancel      = super
| startup    = 8
| active      = Full Screen Projectile
| recovery    = 31
| hitadv      = SKD (38: Tech / 65: Non-tech)
| blockadv    = -7 (Close range) to +24 (Max range)
| invul      = Low Physical Attacks: 4 to 27 (24 Frames)
| stun        = 60
| guardDamage = 60
}}
 
====236C~6B====
{{MoveData-KOFXV | character = K' | moveId = k_236c_6b
| name        = Second Shoot
| header      = no
| version    = 236C~6B
| orderId    = 2
| input      = 236C~6B
| images      = XV_k_236a_6b_ima.png
| hitboxes    = XV_k_236c_6b.png, XV_k_236c_6b2.png
| damage      = 40
| guard      = Mid
| cancel      = super
| startup    = 8
| active      = Full Screen Projectile
| recovery    = 31
| hitadv      = -5
| blockadv    = -7 (Close range) to 24 (Max range)
| invul      = Low Physical Attacks: 4 to 27 (24 Frames)
| stun        = 60
| guardDamage = 60
}}
 
====236AC~6B====
{{MoveData-KOFXV | character = K' | moveId = k_236ac_6b
| name        = Second Shoot
| header      = no
| version    = 236AC~6B
| orderId    = 3
| input      = 236AC~6B
| images      = XV_k_236a_6b_ima.png
| hitboxes    = XV_k_236ac_6b.png, XV_k_236ac_6b2.png
| damage      = 78 (40+40)
| guard      = Mid
| cancel      =
| startup    = 7
| active      = Full Screen Projectile
| recovery    = 30
| hitadv      = SKD (47: Tech / 74: Non-tech)
| blockadv    = +3 (Close range) to +28 (Max range)
| invul      = Low Physical Attacks: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 80 (40+40)
}}
 
===Second Knuckle===
====236A~6C====
{{MoveData-KOFXV | character = K' | moveId = k_236a_6c
| name        = Second Knuckle
| header      = yes
| version    = 236A~6C
| orderId    = 1
| input      = 236A~6C
| images      = XV_k_236a_6c_ima.png
| hitboxes    = XV_k_236a_6c.png
| damage      = 60
| guard      = Mid
| cancel      = super
| startup    = 15
| active      = 7
| recovery    = 22
| hitadv      = SKD (25: Tech / 52: Non-tech)
| blockadv    = -10 (Close range) to -3 (Max range)
| invul      =
| stun        = 60
| guardDamage = 40
}}
 
====236C~6C====
{{MoveData-KOFXV | character = K' | moveId = k_236c_6c
| name        = Second Knuckle
| header      = no
| version    = 236C~6C
| orderId    = 2
| input      = 236C~6C
| images      = XV_k_236a_6c_ima.png
| hitboxes    = XV_k_236a_6c.png
| damage      = 60
| guard      = Mid
| cancel      = super
| startup    = 15
| active      = 7
| recovery    = 22
| hitadv      = SKD (22: Tech / 49: Non-tech)
| blockadv    = -10 (Close range) to -3 (Max range)
| invul      =
| stun        = 60
| guardDamage = 40
}}
 
====236AC~6C====
{{MoveData-KOFXV | character = K' | moveId = k_236ac_6c
| name        = Second Knuckle
| header      = no
| version    = 236AC~6C
| orderId    = 3
| input      = 236AC~6C
| images      = XV_k_236a_6c_ima.png
| hitboxes    = XV_k_236ac_6c.png
| damage      = 70
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 7
| recovery    = 19
| hitadv      = SKD (42: Tech / 82: Non-tech)
| blockadv    = -1
| invul      =
| stun        = 0
| guardDamage = 40
}}
 
===Second Shell===
====236A~6D====
{{MoveData-KOFXV | character = K' | moveId = k_236a_6d
| name        = Second Shell
| header      = yes
| version    = 236A~6D
| orderId    = 1
| input      = 236A~6D
| images      = XV_k_236a_6d_ima.png
| hitboxes    = XV_k_236a_6d_1.png, XV_k_236a_6d_2.png, XV_k_236a_6d_3.png
| damage      = 40
| guard      = Mid
| cancel      =
| startup    = 7
| active      = 12
| recovery    = 21
| hitadv      = SKD (48: Tech / 75: Non-tech)
| blockadv    = -7
| invul      =
| stun        = 30
| guardDamage = 60
}}
 
====236C~6D====
{{MoveData-KOFXV | character = K' | moveId = k_236c_6d
| name        = Second Shell
| header      = no
| version    = 236C~6D
| orderId    = 2
| input      = 236C~6D
| images      = XV_k_236a_6d_ima.png
| hitboxes    = XV_k_236a_6d_1.png, XV_k_236a_6d_2.png, XV_k_236a_6d_3.png
| damage      = 40
| guard      = Mid
| cancel      =
| startup    = 7
| active      = 12
| recovery    = 21
| hitadv      = SKD (45: Tech / 72: Non-tech)
| blockadv    = -7
| invul      =
| stun        = 30
| guardDamage = 60
}}
 
====236AC~6D====
{{MoveData-KOFXV | character = K' | moveId = k_236ac_6d
| name        = Second Shell
| header      = no
| version    = 236AC~6D
| orderId    = 3
| input      = 236AC~6D
| images      = XV_k_236a_6d_ima.png
| hitboxes    = XV_k_236ac_6d.png
| damage      = 40
| guard      = Mid
| cancel      =
| startup    = 7
| active      = 12
| recovery    = 18
| hitadv      = SKD (51: Tech / 78: Non-tech)
| blockadv    = -3
| invul      =
| stun        = 0
| guardDamage = 60
}}
 
====236AC~6D~4B/D====
{{MoveData-KOFXV | character = K' | moveId = k_236ac_6d_4k
| name        = Blackout (EX Second Shell)
| header      = no
| version    = 236AC~6D~4B/D
| orderId    = 4
| input      = 236AC~6D~4B/D
| images      = XV_k_236a_6d_ima.png
| hitboxes    = XV_k_236ac_6d_4k.png
| damage      =
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 24
| hitadv      =
| blockadv    =
| invul      =  
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}


====ShatterStrike====
===Blackout===
{{MoveData-KOFXV | character = K' | moveId = k_qcf+cd
====236B====
| name   = ShatterStrike
{{MoveData-KOFXV | character = K' | moveId = k_236b
| input   = qcf+CD
| name       = Blackout
| images   = XV_placeholder.png
| header      = yes
| hitboxes   = XV_placeholder.png
| version    = B
| damage   =  
| orderId    = 1
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| input       = 236B
| cancel   =  
| images     = XV_k_236b_ima.png
| startup   =  
| hitboxes   = XV_k_236b.png
| active   =  
| damage     =  
| recovery   =  
| guard       = N/A
| hitadv   =  
| cancel     =  
| blockadv   =  
| startup     =  
| invul   =  
| active     =  
| recovery   = 32
| hitadv     =  
| blockadv   =  
| invul       = Full Strike: 9 to 24 (16 frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}
====hop CD====
 
{{MoveData-KOFXV | character = K' | moveId = k_hcd
====236D====
| name   = hop CD
{{MoveData-KOFXV | character = K' | moveId = k_236d
| name        = Blackout
| header      = no
| version    = D
| orderId    = 2
| input      = 236D
| images      = XV_k_236b_ima.png
| hitboxes    = XV_k_236b.png
| damage      =
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 40
| hitadv      =
| blockadv    =
| invul      = Full Strike: 14 to 30 (17 frames)
| stun        =
| guardDamage =
}}
 
====236BD====
{{MoveData-KOFXV | character = K' | moveId = k_236bd
| name        = Blackout
| header      = no
| version    = BD
| orderId    = 3
| input      = 236BD
| images      = XV_k_236b_ima.png
| hitboxes    = XV_k_236b.png
| damage      =
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 28
| hitadv      =
| blockadv    =
| invul      = Full Strike: 4 to 14 (11 frames)
| stun        =
| guardDamage =
}}
 
====236A~4B/D====
{{MoveData-KOFXV | character = K' | moveId = k_236a_4k
| name       = Blackout
| header      = yes
| header      = yes
| version   = hop CD
| version     = 236A~4B/D
| orderId   = 1
| orderId     = 4
| input   = h.CD
| input       = 236A~4B/D
| images   = XV_placeholder.png
| images     = XV_k_236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_236b.png
| damage   =  
| damage     =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = N/A
| cancel   =  
| cancel     =  
| startup   =  
| startup     =  
| active   =  
| active     =  
| recovery   =  
| recovery   = 32 [40]
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       = Full Strike: 9 to 24 (16 frames) [Full Strike: 14 to 30 (17 frames)]
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}
====jump CD====
 
{{MoveData-KOFXV | character = K' | moveId = k_jcd
====236C~4B/D====
| name   = jump CD
{{MoveData-KOFXV | character = K' | moveId = k_236c_4k
| name        = Blackout
| header      = no
| version    = 236C~4B/D
| orderId    = 5
| input      = 236C~4B/D
| images      = XV_k_236b_ima.png
| hitboxes    = XV_k_236b.png
| damage      =
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 32 [40]
| hitadv      =
| blockadv    =
| invul      = Full Strike: 9 to 24 (16 frames) [Full Strike: 14 to 30 (17 frames)]
| stun        =
| guardDamage =
}}
 
====236AC~4B/D====
{{MoveData-KOFXV | character = K' | moveId = k_236ac_4k
| name       = Blackout
| header      = no
| header      = no
| version   = jump CD
| version     = 236AC~4B/D
| orderId   = 2
| orderId     = 6
| input   = j.CD
| input       = 236AC~4B/D
| images   = XV_placeholder.png
| images     = XV_k_236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_k_236ac_4k.png, XV_k_236ac_4k2.png
| damage   =  
| damage     =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = N/A
| cancel   =  
| cancel     =  
| startup   =  
| startup     =  
| active   =  
| active     =  
| recovery   =  
| recovery   = 25
| hitadv   =  
| hitadv     =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul       = Full Body: 4 to 14 (11 frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}


===Crow Bite===
====623A====
{{MoveData-KOFXV | character = K' | moveId = k_623a
| name        = Crow Bite
| header      = yes
| version    = A
| orderId    = 1
| input      = 623A
| images      = XV_k_623a_ima.png
| hitboxes    = XV_k_623a.png, XV_k_623a2.png, XV_k_623a3.png, XV_k_623a4.png
| damage      = 78 (50+30)
| guard      = Mid
| cancel      = super(1)
| startup    = 4
| active      = 11
| recovery    = 39
| hitadv      = SKD (24: Tech / 51: Non-tech)
| blockadv    = -26
| invul      = Full body against non-projectile air moves: 1 to 5 (5 frames)
| stun        = 80 (40+40)
| guardDamage = 80 (40+40)
}}
====623C====
{{MoveData-KOFXV | character = K' | moveId = k_623c
| name        = Crow Bite
| header      = no
| version    = C
| orderId    = 2
| input      = 623C
| images      = XV_k_623a_ima.png
| hitboxes    = XV_k_623c.png, XV_k_623c2.png, XV_k_623c3.png
| damage      = 105 (50+30+30)
| guard      = Mid
| cancel      = super(1)
| startup    = 7
| active      = 18
| recovery    = 54
| hitadv      = SKD (0: Tech / 27: Non-tech)
| blockadv    = -48
| invul      = Full Body: 1 to 11 (11 frames)
| stun        = 120 (40+40+40)
| guardDamage = 120 (40+40+40)
}}
====623AC====
{{MoveData-KOFXV | character = K' | moveId = k_623ac
| name        = Crow Bite
| header      = no
| version    = AC
| orderId    = 3
| input      = 623AC
| images      = XV_k_623a_ima.png
| hitboxes    = XV_k_623ac.png, XV_k_623ac2.png, XV_k_623ac3.png, XV_k_623ac4.png, XV_k_623ac5.png, XV_k_623c_6k.png
| damage      = 163 (10*8+30+30+40)
| guard      = Mid
| cancel      =
| startup    = 4
| active      = 11 (11) 10 (19) 7
| recovery    = 31
| hitadv      = HKD (+30)
| blockadv    = -42
| invul      = Full Body: 1 to 10 (10 frames)
| stun        = 0
| guardDamage = 240 (20*10+40)
}}
====623C~6B/D====
{{MoveData-KOFXV | character = K' | moveId = k_623c_6k
| name        = Crow Bite (follow up)
| header      = no
| version    = C~6B/D
| orderId    = 4
| input      = 623C~6B/D
| images      = XV_k_623c_6k_ima.png
| hitboxes    = XV_k_623c_6k.png, XV_k_623c_6k2.png
| damage      = 40
| guard      =
| cancel      =
| startup    = 8
| active      = 6
| recovery    = 32
| hitadv      = HKD (+30)
| blockadv    =
| invul      =
| stun        = 40
| guardDamage = ?
}}
===Minute Spike===
====214B====
{{MoveData-KOFXV | character = K' | moveId = k_214b
| name        = Minute Spike
| header      = yes
| version    = B
| orderId    = 1
| input      = 214B
| images      = XV_k_214b_ima.png
| hitboxes    = XV_k_214b.png
| damage      = 90
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 3
| recovery    = 21
| hitadv      = SKD (46: Tech / 86: Non-tech)
| blockadv    = -8~-6
| invul      =
| stun        = 40
| guardDamage = 40
}}
====214D====
{{MoveData-KOFXV | character = K' | moveId = k_214d
| name        = Minute Spike
| header      = no
| version    = D
| orderId    = 2
| input      = 214D
| images      = XV_k_214b_ima.png
| hitboxes    = XV_k_214d.png, XV_k_214d2.png
| damage      = 120
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 3
| recovery    = 35
| hitadv      = SKD (35: Tech / 75: Non-tech)
| blockadv    = -19
| invul      = Full Body Armor: 5 to 7 (3 frames)
| stun        = 40
| guardDamage = 40
}}
====214BD====
{{MoveData-KOFXV | character = K' | moveId = k_214bd
| name        = Minute Spike
| header      = no
| version    = BD
| orderId    = 3
| input      = 214BD
| images      = XV_k_214b_ima.png
| hitboxes    = XV_k_214bd.png, XV_k_214bd2.png
| damage      = 80
| guard      = Mid
| cancel      =
| startup    = 15
| active      = 3
| recovery    = 35
| hitadv      = SKD (25: Tech / 65: Non-tech)
| blockadv    = -19
| invul      = Full Body Armor: 1 to 4 (4 frames)
| stun        = 0
| guardDamage = 60
}}
===Narrow Spike===
====214B/D~214B/D====
{{MoveData-KOFXV | character = K' | moveId = k_214k_214k
| name        = Narrow Spike
| header      = yes
| version    = B or D
| orderId    = 1
| input      = 214B/D~214B/D
| images      = XV_k_214k_214k_ima.png
| hitboxes    = XV_k_214k_214k.png
| damage      = 60
| guard      = Low
| cancel      = super
| startup    = 12
| active      = 9
| recovery    = 12
| hitadv      = SKD (40: Tech / 67: Non-tech)
| blockadv    = -10~-2
| invul      =
| stun        = 70
| guardDamage = 120
}}
====214BD~214B/D====
{{MoveData-KOFXV | character = K' | moveId = k_214bd_214k
| name        = Narrow Spike
| header      = no
| version    = BD
| orderId    = 2
| input      = 214BD~214B/D
| images      = XV_k_214k_214k_ima.png
| hitboxes    = XV_k_214bd_214k.png
| damage      = 80
| guard      = Low
| cancel      =
| startup    = 6
| active      = 9
| recovery    = 10
| hitadv      = Juggle (+42~+69)
| blockadv    = -14~-6
| invul      =
| stun        = 0
| guardDamage = 100
}}


===Throws===
===Air Minute Spike===
====forward throw====
====j.214B====
{{MoveData-KOFXV | character = K' | moveId = k_j214b
| name        = Air Minute Spike
| header      = yes
| version    = B
| orderId    = 1
| input      = j.214B
| images      = XV_k_214b_ima.png
| hitboxes    = XV_k_j214b.png, XV_k_j214b2.png
| damage      = 80 [40]
| guard      = Mid
| cancel      =
| startup    = 13
| active      = 3
| recovery    = 21 on ground
| hitadv      = SKD
| blockadv    = -15 (Lowest height) to -22 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}


====back throw====
====j.214D====
{{MoveData-KOFXV | character = K' | moveId = k_j214d
| name        = Air Minute Spike
| header      = no
| version    = D
| orderId    = 2
| input      = j.214D
| images      = XV_k_214b_ima.png
| hitboxes    = XV_k_j214b.png, XV_k_j214b2.png
| damage      = 100 [50]
| guard      = Mid
| cancel      =
| startup    = 13
| active      = 3
| recovery    = 21 on ground
| hitadv      = SKD
| blockadv    = -15 (Lowest height) to -22 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}


==Specials==
====j.214BD====
{{MoveData-KOFXV | character = K' | moveId = k_j214bd
| name        = Air Minute Spike
| header      = no
| version    = BD
| orderId    = 3
| input      = j.214BD
| images      = XV_k_214b_ima.png
| hitboxes    = XV_k_j214bd.png, XV_k_j214bd2.png
| damage      = 120 [60]
| guard      = Mid
| cancel      =
| startup    = 13
| active      = 3
| recovery    = 16 on ground
| hitadv      = SKD
| blockadv    = -10 (Lowest height) to -17 (Highest height)
| invul      =
| stun        = 0
| guardDamage = 40
}}


==Supers==
==Supers==
===Heat Drive===
====236236A/C====
{{MoveData-KOFXV | character = K' | moveId = k_236236p
| name        = Heat Drive
| header      = yes
| version    = A or C
| orderId    = 1
| input      = 236236A/C
| images      = XV_k_236236a_ima.png
| hitboxes    = XV_k_236236p.png
| damage      = 160/180/220/280
| guard      = Mid
| cancel      = advanced, climax
| startup    = 10 [101]
| active      = 17
| recovery    = 46
| hitadv      = HKD (+59)
| blockadv    = -52~-36
| invul      = Full Body: 1 to 3 (3 frames)
| stun        = 0
| guardDamage = 0
}}
====236236AC====
{{MoveData-KOFXV | character = K' | moveId = k_236236ac
| name        = Heat Drive
| header      = no
| version    = AC
| orderId    = 2
| input      = 236236AC
| images      = XV_k_236236a_ima.png
| hitboxes    = XV_k_236236ac.png
| damage      = 300/330/360/400
| guard      = Mid
| cancel      = climax
| startup    = 10 [84]
| active      = 18
| recovery    = 45
| hitadv      = HKD (+57)
| blockadv    = -52~-36
| invul      = Full Body: 1 (1 frame)
| stun        = 0
| guardDamage = 0
}}
===Chain Drive===
====2363214A/C====
{{MoveData-KOFXV | character = K' | moveId = k_2363214p
| name        = Chain Drive
| header      = yes
| version    = A or C
| orderId    = 1
| input      = 2363214A/C
| images      = XV_k_23623214a_ima.png
| hitboxes    = XV_k_2363214p.png, XV_k_2363214p2.png
| damage      = 200 (0+25+10*2+15*4+10+15*2+55)
| guard      = Mid
| cancel      = advanced, climax
| startup    = 13
| active      = Full Screen Projectile
| recovery    = 88
| hitadv      = HKD (+43)
| blockadv    = -75~-49
| invul      = Full Body: 1 to 15 (15 frames)
| stun        = 0
| guardDamage = 0
}}
====2363214AC====
{{MoveData-KOFXV | character = K' | moveId = k_2363214ac
| name        = Chain Drive
| header      = no
| version    = AC
| orderId    = 2
| input      = 2363214AC
| images      = XV_k_23623214a_ima.png
| hitboxes    = XV_k_2363214ac.png, XV_k_2363214ac2.png
| damage      = 350 (0+40+20*9+50+80)
| guard      = Mid
| cancel      = climax
| startup    = 12
| active      = Full Screen Projectile
| recovery    = 75
| hitadv      = HKD (+76)
| blockadv    = -61~-35
| invul      = Full Body: 1 to 16 (16 frames)
| stun        = 0
| guardDamage = 0
}}


===Climax super===
===Climax super===
====2141236CD====
{{MoveData-KOFXV | character = K' | moveId = k_2141236cd
| name        = Hyper Chain Drive
| input      = 2141236CD
| images      = XV_k_2141236cd_ima.png
| hitboxes    = XV_k_2141236cd.png
| damage      = 435 ([20+0]*22+30) Min:245
| guard      = Mid
| cancel      =
| startup    = 9
| active      = 20
| recovery    = 169
| hitadv      = HKD (+25)
| blockadv    = -168
| invul      = Full Body: 1 to 19 (19 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 14:09, 28 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

K'
k_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand437+5+3-3060


close B

K'
k_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand638+4+2-3060


close C

K'
k_clc
cl.C
cl.C
close C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (35+35)Midcommand52 (2) 320-2-4-70 (35+35)120 (60+60)


close D

K'
k_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand7320-2-4-70120


Far Standing Normals

far A

K'
k_fa
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midsuper447+4+2-3060


far B

K'
k_fb
f.B
f.B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper84110-2-3060


far C

K'
k_fc
f.C
f.C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial10320-2-4-70120


far D

K'
k_fd
f.D
f.D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper95160-2-70120


Crouch Normals

crouch A

K'
k_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand438+4+2-3060


crouch B

K'
k_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowcommand549+20-1530


crouch C

K'
k_2c
2C
2C
crouch C


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand6623-8-10-70120


crouch D

K'
k_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand8420SKD (25: Tech / 52: Non-tech)-5-70120


jump normals

hop A

K'
k_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Highspecial471 on ground---3050


jump A

K'
k_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Highspecial481 on ground---3060


hop B

K'
k_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Highspecial4131 on ground---3050


jump B

K'
k_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Highspecial4141 on ground---3060


hop C

K'
k_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial671 on ground---70100


jump C

K'
k_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial681 on ground---70120


hop D

K'
k_hd
h.D
h.D
hop D


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial951 on ground---70100


jump D

K'
k_jd
j.D
j.D
jump D


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial1061 on ground---70120


Rush Moves

Rush 1

K'
k_rush1
cl.AA
cl.AA
Rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush6---17-19-30120 (60+60)


Rush 2

K'
k_rush2
cl.AAX
cl.AAX
Rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush6---15-17-30120 (60+60)


Command normals

One Inch

K'
k_6a
6A
6A
One Inch
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75 [60]Midsuper [special]22 [12]925 [15]Crumple (+92) [-3]-15 [-5]-120 [60]120 [80]


Knee Assault

K'
k_6bd
6B
6B
Knee Assault

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High [Mid]special22 [14]624-9-11-7080


Sniper Side

K'
k_4b
4B
4B
Sniper Side

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Midspecial15620-5-7-6080


Blowback

Blowback

K'
k_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midcommand14425Wall Splat [+71~+87] (Ground hit) / SKD (Air hit)-6-100160


Shatterstrike

K'
k_236cd
236CD
236CD
Shatterstrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple (+93)-10Armor: 4 to 14 (11 frames)0200


Advance Strike

K'
k_qcb+cd
qcb+CD
qcb+CD
AdvanceStrike

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


hop CD

K'
k_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1751 on ground---80120


jump CD

K'
k_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1761 on ground---80140


Throws

Spotpile

K'
k_cthrow
(close) 4/6C
(close) 4/6C
Spotpile
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+33)--00


Knee Strike

K'
k_dthrow
(close) 4/6D
(close) 4/6D
Knee Strike
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+34)--00


Specials

Ein Trigger

236A

K'
k_236a
236A
236A
Ein Trigger
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-91215SKD (31: Tech / 58: Non-tech)-4-4060


236C

K'
k_236c
236C
236C
Ein Trigger
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-91215-2-4-4060


236AC

K'
k_236ac
236AC
236AC
Ein Trigger
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Mid-71219SKD (32: Tech / 59: Non-tech)-1-080


Second Whip

236A~6A

K'
k_236a_6a
236A~6A
236A~6A
Second Whip
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Mid-15915SKD (35: Tech / 62: Non-tech)-2-6040


236C~6A

K'
k_236c_6a
236C~6A
236C~6A
Second Whip
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Mid-15915SKD (33: Tech / 60: Non-tech)-2-6040


236AC~6A

K'
k_236ac_6a
236AC~6A
236AC~6A
Second Whip
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90High-13915HKD (+47)-3-080


Second Shoot

236A~6B

K'
k_236a_6b
236A~6B
236A~6B
Second Shoot

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Midsuper8Full Screen Projectile31SKD (38: Tech / 65: Non-tech)-7 (Close range) to +24 (Max range)Low Physical Attacks: 4 to 27 (24 Frames)6060


236C~6B

K'
k_236c_6b
236C~6B
236C~6B
Second Shoot

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Midsuper8Full Screen Projectile31-5-7 (Close range) to 24 (Max range)Low Physical Attacks: 4 to 27 (24 Frames)6060


236AC~6B

K'
k_236ac_6b
236AC~6B
236AC~6B
Second Shoot

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
78 (40+40)Mid-7Full Screen Projectile30SKD (47: Tech / 74: Non-tech)+3 (Close range) to +28 (Max range)Low Physical Attacks: 4 to 27 (24 Frames)080 (40+40)


Second Knuckle

236A~6C

K'
k_236a_6c
236A~6C
236A~6C
Second Knuckle
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper15722SKD (25: Tech / 52: Non-tech)-10 (Close range) to -3 (Max range)-6040


236C~6C

K'
k_236c_6c
236C~6C
236C~6C
Second Knuckle
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midsuper15722SKD (22: Tech / 49: Non-tech)-10 (Close range) to -3 (Max range)-6040


236AC~6C

K'
k_236ac_6c
236AC~6C
236AC~6C
Second Knuckle
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Mid-15719SKD (42: Tech / 82: Non-tech)-1-040


Second Shell

236A~6D

K'
k_236a_6d
236A~6D
236A~6D
Second Shell


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-71221SKD (48: Tech / 75: Non-tech)-7-3060


236C~6D

K'
k_236c_6d
236C~6D
236C~6D
Second Shell


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-71221SKD (45: Tech / 72: Non-tech)-7-3060


236AC~6D

K'
k_236ac_6d
236AC~6D
236AC~6D
Second Shell
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-71218SKD (51: Tech / 78: Non-tech)-3-060


236AC~6D~4B/D

K'
k_236ac_6d_4k
236AC~6D~4B/D
236AC~6D~4B/D
Blackout (EX Second Shell)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---24-----


Blackout

236B

K'
k_236b
236B
236B
Blackout
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---32--Full Strike: 9 to 24 (16 frames)--


236D

K'
k_236d
236D
236D
Blackout
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---40--Full Strike: 14 to 30 (17 frames)--


236BD

K'
k_236bd
236BD
236BD
Blackout
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---28--Full Strike: 4 to 14 (11 frames)--


236A~4B/D

K'
k_236a_4k
236A~4B/D
236A~4B/D
Blackout
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---32 [40]--Full Strike: 9 to 24 (16 frames) [Full Strike: 14 to 30 (17 frames)]--


236C~4B/D

K'
k_236c_4k
236C~4B/D
236C~4B/D
Blackout
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---32 [40]--Full Strike: 9 to 24 (16 frames) [Full Strike: 14 to 30 (17 frames)]--


236AC~4B/D

K'
k_236ac_4k
236AC~4B/D
236AC~4B/D
Blackout

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---25--Full Body: 4 to 14 (11 frames)--


Crow Bite

623A

K'
k_623a
623A
623A
Crow Bite



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
78 (50+30)Midsuper(1)41139SKD (24: Tech / 51: Non-tech)-26Full body against non-projectile air moves: 1 to 5 (5 frames)80 (40+40)80 (40+40)


623C

K'
k_623c
623C
623C
Crow Bite


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
105 (50+30+30)Midsuper(1)71854SKD (0: Tech / 27: Non-tech)-48Full Body: 1 to 11 (11 frames)120 (40+40+40)120 (40+40+40)


623AC

K'
k_623ac
623AC
623AC
Crow Bite





Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
163 (10*8+30+30+40)Mid-411 (11) 10 (19) 731HKD (+30)-42Full Body: 1 to 10 (10 frames)0240 (20*10+40)


623C~6B/D

K'
k_623c_6k
623C~6B/D
623C~6B/D
Crow Bite (follow up)

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40--8632HKD (+30)--40?


Minute Spike

214B

K'
k_214b
214B
214B
Minute Spike
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-15321SKD (46: Tech / 86: Non-tech)-8~-6-4040


214D

K'
k_214d
214D
214D
Minute Spike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Mid-15335SKD (35: Tech / 75: Non-tech)-19Full Body Armor: 5 to 7 (3 frames)4040


214BD

K'
k_214bd
214BD
214BD
Minute Spike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-15335SKD (25: Tech / 65: Non-tech)-19Full Body Armor: 1 to 4 (4 frames)060


Narrow Spike

214B/D~214B/D

K'
k_214k_214k
214B/D~214B/D
214B/D~214B/D
Narrow Spike
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Lowsuper12912SKD (40: Tech / 67: Non-tech)-10~-2-70120


214BD~214B/D

K'
k_214bd_214k
214BD~214B/D
214BD~214B/D
Narrow Spike
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Low-6910Juggle (+42~+69)-14~-6-0100


Air Minute Spike

j.214B

K'
k_j214b
j.214B
j.214B
Air Minute Spike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [40]Mid-13321 on groundSKD-15 (Lowest height) to -22 (Highest height)-4040


j.214D

K'
k_j214d
j.214D
j.214D
Air Minute Spike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 [50]Mid-13321 on groundSKD-15 (Lowest height) to -22 (Highest height)-4040


j.214BD

K'
k_j214bd
j.214BD
j.214BD
Air Minute Spike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 [60]Mid-13316 on groundSKD-10 (Lowest height) to -17 (Highest height)-040


Supers

Heat Drive

236236A/C

K'
k_236236p
236236A/C
236236A/C
Heat Drive
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160/180/220/280Midadvanced, climax10 [101]1746HKD (+59)-52~-36Full Body: 1 to 3 (3 frames)00


236236AC

K'
k_236236ac
236236AC
236236AC
Heat Drive
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
300/330/360/400Midclimax10 [84]1845HKD (+57)-52~-36Full Body: 1 (1 frame)00


Chain Drive

2363214A/C

K'
k_2363214p
2363214A/C
2363214A/C
Chain Drive

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (0+25+10*2+15*4+10+15*2+55)Midadvanced, climax13Full Screen Projectile88HKD (+43)-75~-49Full Body: 1 to 15 (15 frames)00


2363214AC

K'
k_2363214ac
2363214AC
2363214AC
Chain Drive

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (0+40+20*9+50+80)Midclimax12Full Screen Projectile75HKD (+76)-61~-35Full Body: 1 to 16 (16 frames)00


Climax super

2141236CD

K'
k_2141236cd
2141236CD
2141236CD
Hyper Chain Drive
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
435 ([20+0]*22+30) Min:245Mid-920169HKD (+25)-168Full Body: 1 to 19 (19 frames)00