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The King of Fighters XV/K'/Data: Difference between revisions
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(109 intermediate revisions by 9 users not shown) | |||
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 = + | | hitadv = +5 | ||
| blockadv = + | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | hitadv = 0 | ||
| blockadv = - | | 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 = | | 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 = | | 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 = + | | hitadv = +4 | ||
| blockadv = + | | 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 = | | 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 = | | hitadv = SKD (25: Tech / 52: Non-tech) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 239: | Line 239: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.A | | input = h.A | ||
| images = | | images = XV_k_ja_ima.png | ||
| hitboxes = XV_k_ha.png | | hitboxes = XV_k_ha.png | ||
| damage = | | damage = 40 | ||
| guard = 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 | ||
}} | }} | ||
Line 263: | Line 263: | ||
| images = XV_k_ja_ima.png | | images = XV_k_ja_ima.png | ||
| hitboxes = XV_k_ja.png | | hitboxes = XV_k_ja.png | ||
| damage = | | damage = 45 | ||
| guard = 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 | ||
}} | }} | ||
Line 283: | Line 283: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.B | | input = h.B | ||
| images = | | images = XV_k_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_k_jb.png | ||
| damage = | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 13 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
Line 307: | Line 307: | ||
| images = XV_k_jb_ima.png | | images = XV_k_jb_ima.png | ||
| hitboxes = XV_k_jb.png | | hitboxes = XV_k_jb.png | ||
| damage = | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 14 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 327: | Line 327: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.C | | input = h.C | ||
| images = | | images = XV_k_jc_ima.png | ||
| hitboxes = XV_k_hc.png | | hitboxes = XV_k_hc.png | ||
| damage = | | damage = 70 | ||
| guard = 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 | ||
}} | }} | ||
Line 351: | Line 351: | ||
| images = XV_k_jc_ima.png | | images = XV_k_jc_ima.png | ||
| hitboxes = XV_k_jc.png | | hitboxes = XV_k_jc.png | ||
| damage = | | damage = 70 | ||
| guard = 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 | ||
}} | }} | ||
Line 371: | Line 371: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.D | | input = h.D | ||
| images = | | images = XV_k_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_k_jd1.png, XV_k_jd2.png, XV_k_jd3.png | ||
| damage = | | damage = 70 | ||
| guard = 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 | ||
}} | }} | ||
Line 394: | Line 394: | ||
| input = j.D | | input = j.D | ||
| images = XV_k_jd_ima.png | | images = XV_k_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_k_jd1.png, XV_k_jd2.png, XV_k_jd3.png | ||
| damage = | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 10 | | 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 | {{MoveData-KOFXV | character = K' | moveId = k_rush1 | ||
| name = | | name = Rush 1 | ||
| header = yes | | header = yes | ||
| version = cl.AA | | version = cl.AA | ||
Line 418: | Line 418: | ||
| images = XV_k_rush1_ima.png | | images = XV_k_rush1_ima.png | ||
| hitboxes = XV_k_rush1.png | | hitboxes = XV_k_rush1.png | ||
| damage = | | damage = 48 (25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Rush | ||
| startup = | | startup = 6 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 427: | Line 427: | ||
| blockadv = -19 | | blockadv = -19 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
==== | ====Rush 2==== | ||
{{MoveData-KOFXV | character = K' | moveId = k_rush2 | {{MoveData-KOFXV | character = K' | moveId = k_rush2 | ||
| name = | | name = Rush 2 | ||
| header = no | | header = no | ||
| version = cl.AAX | | version = cl.AAX | ||
Line 440: | Line 440: | ||
| images = XV_k_rush2_ima.png | | images = XV_k_rush2_ima.png | ||
| hitboxes = XV_k_rush2.png | | hitboxes = XV_k_rush2.png | ||
| damage = | | damage = 70 (25+25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Rush | ||
| startup = | | startup = 6 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 449: | Line 449: | ||
| blockadv = -17 | | blockadv = -17 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
===Command normals=== | ===Command normals=== | ||
==== | ====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=== | ||
Line 464: | Line 518: | ||
| images = XV_k_cd_ima.png | | images = XV_k_cd_ima.png | ||
| hitboxes = XV_k_cd.png | | hitboxes = XV_k_cd.png | ||
| damage = | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 25 | ||
| hitadv = | | hitadv = Wall Splat [+71~+87] (Ground hit) / SKD (Air hit) | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = | | stun = 100 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | }} | ||
Line 482: | Line 536: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_k_236cd_ima.png | | images = XV_k_236cd_ima.png | ||
| hitboxes = XV_k_236cd.png | | hitboxes = XV_k_236cd.png, XV_k_236cd2.png | ||
| damage = | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = Crumple (+93) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | 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 | |||
}} | }} | ||
Line 503: | Line 576: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.CD | | input = h.CD | ||
| images = | | images = XV_k_jcd_ima.png | ||
| hitboxes = XV_k_hcd.png | | hitboxes = XV_k_hcd.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 17 | | startup = 17 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 527: | Line 600: | ||
| images = XV_k_jcd_ima.png | | images = XV_k_jcd_ima.png | ||
| hitboxes = XV_k_jcd.png | | hitboxes = XV_k_jcd.png | ||
| damage = | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 17 | | 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 = | | active = | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 540: | Line 1,010: | ||
}} | }} | ||
=== | ===Blackout=== | ||
==== | ====236B==== | ||
{{MoveData-KOFXV | character = K' | moveId = k_236b | |||
| name = Blackout | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 236B | |||
| images = XV_k_236b_ima.png | |||
| hitboxes = XV_k_236b.png | |||
| damage = | |||
| guard = N/A | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 32 | |||
| hitadv = | |||
| blockadv = | |||
| invul = Full Strike: 9 to 24 (16 frames) | |||
| stun = | |||
| guardDamage = | |||
}} | |||
====236D==== | |||
{{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 | |||
| version = 236A~4B/D | |||
| orderId = 4 | |||
| input = 236A~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 = | |||
}} | |||
====236C~4B/D==== | |||
{{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 | |||
| version = 236AC~4B/D | |||
| orderId = 6 | |||
| input = 236AC~4B/D | |||
| images = XV_k_236b_ima.png | |||
| hitboxes = XV_k_236ac_4k.png, XV_k_236ac_4k2.png | |||
| damage = | |||
| guard = N/A | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 25 | |||
| hitadv = | |||
| blockadv = | |||
| invul = Full Body: 4 to 14 (11 frames) | |||
| stun = | |||
| 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 | |||
}} | |||
===Air Minute Spike=== | |||
====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 | |||
}} | |||
==== | ====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 | |||
}} | |||
== | ====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
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 7 | +5 | +3 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | command | 6 | 3 | 8 | +4 | +2 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 (35+35) | Mid | command | 5 | 2 (2) 3 | 20 | -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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 7 | 3 | 20 | -2 | -4 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | super | 4 | 4 | 7 | +4 | +2 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 8 | 4 | 11 | 0 | -2 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | special | 10 | 3 | 20 | -2 | -4 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 9 | 5 | 16 | 0 | -2 | - | 70 | 120 |
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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
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 done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | command | 5 | 4 | 9 | +2 | 0 | - | 15 | 30 |
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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 6 | 6 | 23 | -8 | -10 | - | 70 | 120 |
crouch D
K' k_2d | ||||||||||
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2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 8 | 4 | 20 | SKD (25: Tech / 52: Non-tech) | -5 | - | 70 | 120 |
jump normals
hop A
K' k_ha | ||||||||||
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h.A
h.A hop A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | special | 4 | 7 | 1 on ground | - | - | - | 30 | 50 |
jump A
K' k_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | special | 4 | 8 | 1 on ground | - | - | - | 30 | 60 |
hop B
K' k_hb | ||||||||||
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h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | special | 4 | 13 | 1 on ground | - | - | - | 30 | 50 |
jump B
K' k_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | special | 4 | 14 | 1 on ground | - | - | - | 30 | 60 |
hop C
K' k_hc | ||||||||||
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h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 6 | 7 | 1 on ground | - | - | - | 70 | 100 |
jump C
K' k_jc | ||||||||||
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j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 6 | 8 | 1 on ground | - | - | - | 70 | 120 |
hop D
K' k_hd | ||||||||||
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h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 9 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump D
K' k_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 10 | 6 | 1 on ground | - | - | - | 70 | 120 |
Rush Moves
Rush 1
K' k_rush1 | ||||||||||
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cl.AA
cl.AA Rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | 6 | - | - | -17 | -19 | - | 30 | 120 (60+60) |
Rush 2
K' k_rush2 | ||||||||||
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cl.AAX
cl.AAX Rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | Rush | 6 | - | - | -15 | -17 | - | 30 | 120 (60+60) |
Command normals
One Inch
K' k_6a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
75 [60] | Mid | super [special] | 22 [12] | 9 | 25 [15] | Crumple (+92) [-3] | -15 [-5] | - | 120 [60] | 120 [80] |
Knee Assault
K' k_6bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High [Mid] | special | 22 [14] | 6 | 24 | -9 | -11 | - | 70 | 80 |
Sniper Side
K' k_4b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | special | 15 | 6 | 20 | -5 | -7 | - | 60 | 80 |
Blowback
Blowback
K' k_cd | ||||||||||
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CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | command | 14 | 4 | 25 | Wall Splat [+71~+87] (Ground hit) / SKD (Air hit) | -6 | - | 100 | 160 |
Shatterstrike
K' k_236cd | ||||||||||
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236CD
236CD Shatterstrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple (+93) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
Advance Strike
K' k_qcb+cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
K' k_hcd | ||||||||||
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h.CD
h.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 17 | 5 | 1 on ground | - | - | - | 80 | 120 |
jump CD
K' k_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 17 | 6 | 1 on ground | - | - | - | 80 | 140 |
Throws
Spotpile
K' k_cthrow | ||||||||||
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(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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (+33) | - | - | 0 | 0 |
Knee Strike
K' k_dthrow | ||||||||||
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(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 done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (+34) | - | - | 0 | 0 |
Specials
Ein Trigger
236A
K' k_236a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 9 | 12 | 15 | SKD (31: Tech / 58: Non-tech) | -4 | - | 40 | 60 |
236C
K' k_236c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 9 | 12 | 15 | -2 | -4 | - | 40 | 60 |
236AC
K' k_236ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | - | 7 | 12 | 19 | SKD (32: Tech / 59: Non-tech) | -1 | - | 0 | 80 |
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 done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | - | 15 | 9 | 15 | SKD (35: Tech / 62: Non-tech) | -2 | - | 60 | 40 |
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 done | Guard DamageDamage done to the guard bar when blocked |
50 | Mid | - | 15 | 9 | 15 | SKD (33: Tech / 60: Non-tech) | -2 | - | 60 | 40 |
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 done | Guard DamageDamage done to the guard bar when blocked |
90 | High | - | 13 | 9 | 15 | HKD (+47) | -3 | - | 0 | 80 |
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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | super | 8 | Full Screen Projectile | 31 | SKD (38: Tech / 65: Non-tech) | -7 (Close range) to +24 (Max range) | Low Physical Attacks: 4 to 27 (24 Frames) | 60 | 60 |
236C~6B
K' k_236c_6b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | super | 8 | Full Screen Projectile | 31 | -5 | -7 (Close range) to 24 (Max range) | Low Physical Attacks: 4 to 27 (24 Frames) | 60 | 60 |
236AC~6B
K' k_236ac_6b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
78 (40+40) | Mid | - | 7 | Full Screen Projectile | 30 | SKD (47: Tech / 74: Non-tech) | +3 (Close range) to +28 (Max range) | Low Physical Attacks: 4 to 27 (24 Frames) | 0 | 80 (40+40) |
Second Knuckle
236A~6C
K' k_236a_6c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 15 | 7 | 22 | SKD (25: Tech / 52: Non-tech) | -10 (Close range) to -3 (Max range) | - | 60 | 40 |
236C~6C
K' k_236c_6c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 15 | 7 | 22 | SKD (22: Tech / 49: Non-tech) | -10 (Close range) to -3 (Max range) | - | 60 | 40 |
236AC~6C
K' k_236ac_6c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 15 | 7 | 19 | SKD (42: Tech / 82: Non-tech) | -1 | - | 0 | 40 |
Second Shell
236A~6D
K' k_236a_6d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 7 | 12 | 21 | SKD (48: Tech / 75: Non-tech) | -7 | - | 30 | 60 |
236C~6D
K' k_236c_6d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 7 | 12 | 21 | SKD (45: Tech / 72: Non-tech) | -7 | - | 30 | 60 |
236AC~6D
K' k_236ac_6d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 7 | 12 | 18 | SKD (51: Tech / 78: Non-tech) | -3 | - | 0 | 60 |
236AC~6D~4B/D
K' k_236ac_6d_4k | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 24 | - | - | - | - | - |
Blackout
236B
K' k_236b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 32 | - | - | Full Strike: 9 to 24 (16 frames) | - | - |
236D
K' k_236d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 40 | - | - | Full Strike: 14 to 30 (17 frames) | - | - |
236BD
K' k_236bd | ||||||||||
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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 done | Guard 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 | ||||||||||
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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 done | Guard 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 | ||||||||||
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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 done | Guard 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 | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 25 | - | - | Full Body: 4 to 14 (11 frames) | - | - |
Crow Bite
623A
K' k_623a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
78 (50+30) | Mid | super(1) | 4 | 11 | 39 | SKD (24: Tech / 51: Non-tech) | -26 | Full body against non-projectile air moves: 1 to 5 (5 frames) | 80 (40+40) | 80 (40+40) |
623C
K' k_623c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
105 (50+30+30) | Mid | super(1) | 7 | 18 | 54 | SKD (0: Tech / 27: Non-tech) | -48 | Full Body: 1 to 11 (11 frames) | 120 (40+40+40) | 120 (40+40+40) |
623AC
K' k_623ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
163 (10*8+30+30+40) | Mid | - | 4 | 11 (11) 10 (19) 7 | 31 | HKD (+30) | -42 | Full Body: 1 to 10 (10 frames) | 0 | 240 (20*10+40) |
623C~6B/D
K' k_623c_6k | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | - | - | 8 | 6 | 32 | HKD (+30) | - | - | 40 | ? |
Minute Spike
214B
K' k_214b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 15 | 3 | 21 | SKD (46: Tech / 86: Non-tech) | -8~-6 | - | 40 | 40 |
214D
K' k_214d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
120 | Mid | - | 15 | 3 | 35 | SKD (35: Tech / 75: Non-tech) | -19 | Full Body Armor: 5 to 7 (3 frames) | 40 | 40 |
214BD
K' k_214bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 15 | 3 | 35 | SKD (25: Tech / 65: Non-tech) | -19 | Full Body Armor: 1 to 4 (4 frames) | 0 | 60 |
Narrow Spike
214B/D~214B/D
K' k_214k_214k | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
60 | Low | super | 12 | 9 | 12 | SKD (40: Tech / 67: Non-tech) | -10~-2 | - | 70 | 120 |
214BD~214B/D
K' k_214bd_214k | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | - | 6 | 9 | 10 | Juggle (+42~+69) | -14~-6 | - | 0 | 100 |
Air Minute Spike
j.214B
K' k_j214b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 [40] | Mid | - | 13 | 3 | 21 on ground | SKD | -15 (Lowest height) to -22 (Highest height) | - | 40 | 40 |
j.214D
K' k_j214d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 [50] | Mid | - | 13 | 3 | 21 on ground | SKD | -15 (Lowest height) to -22 (Highest height) | - | 40 | 40 |
j.214BD
K' k_j214bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
120 [60] | Mid | - | 13 | 3 | 16 on ground | SKD | -10 (Lowest height) to -17 (Highest height) | - | 0 | 40 |
Supers
Heat Drive
236236A/C
K' k_236236p | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
160/180/220/280 | Mid | advanced, climax | 10 [101] | 17 | 46 | HKD (+59) | -52~-36 | Full Body: 1 to 3 (3 frames) | 0 | 0 |
236236AC
K' k_236236ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
300/330/360/400 | Mid | climax | 10 [84] | 18 | 45 | HKD (+57) | -52~-36 | Full Body: 1 (1 frame) | 0 | 0 |
Chain Drive
2363214A/C
K' k_2363214p | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
200 (0+25+10*2+15*4+10+15*2+55) | Mid | advanced, climax | 13 | Full Screen Projectile | 88 | HKD (+43) | -75~-49 | Full Body: 1 to 15 (15 frames) | 0 | 0 |
2363214AC
K' k_2363214ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
350 (0+40+20*9+50+80) | Mid | climax | 12 | Full Screen Projectile | 75 | HKD (+76) | -61~-35 | Full Body: 1 to 16 (16 frames) | 0 | 0 |
Climax super
2141236CD
K' k_2141236cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
435 ([20+0]*22+30) Min:245 | Mid | - | 9 | 20 | 169 | HKD (+25) | -168 | Full Body: 1 to 19 (19 frames) | 0 | 0 |