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The King of Fighters XV/Whip/Data: Difference between revisions
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(38 intermediate revisions by 8 users not shown) | |||
Line 9: | Line 9: | ||
| damage = 25 | | 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 = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 28: | Line 28: | ||
| damage = 30 | | damage = 30 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 47: | Line 47: | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 19 | ||
| hitadv = -6 | | hitadv = -6 | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 63: | Line 63: | ||
| input = cl.D | | input = cl.D | ||
| images = XV_whip_cld_ima.png | | images = XV_whip_cld_ima.png | ||
| hitboxes = XV_whip_cld.png | | hitboxes = XV_whip_cld.png, XV_whip_cld2.png | ||
| damage = 40 | | damage = 80 (40+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 7 | ||
| active = | | active = 3 (8) 6 | ||
| recovery = | | recovery = 18 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 80 (40+40) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 86: | Line 86: | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 11 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 105: | Line 105: | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +3 | | hitadv = +3 | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 121: | Line 121: | ||
| input = f.C | | input = f.C | ||
| images = XV_whip_fc_ima.png | | images = XV_whip_fc_ima.png | ||
| hitboxes = XV_whip_fc.png | | hitboxes = XV_whip_fc.png, XV_whip_fc2.png | ||
| damage = 30 | | damage = 70 (30+40) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 8 (7) 5 | ||
| recovery = | | recovery = 16 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 70 (30+40) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 143: | Line 143: | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 8 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 18 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 163: | Line 163: | ||
| damage = 25 | | damage = 25 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 10 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 14 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 180: | Line 180: | ||
| images = XV_whip_2b_ima.png | | images = XV_whip_2b_ima.png | ||
| hitboxes = XV_whip_2b.png | | hitboxes = XV_whip_2b.png | ||
| damage = | | damage = 15 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 12 | ||
| hitadv = -1 | | hitadv = -1 | ||
| blockadv = -3 | | blockadv = -3 | ||
| invul = | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
Line 201: | Line 201: | ||
| damage = 70 | | damage = 70 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 26 | ||
| hitadv = | | hitadv = SKD (+21) | ||
| blockadv = - | | blockadv = -9 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 220: | Line 220: | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 23 | ||
| hitadv = -6 | | hitadv = -6 | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 239: | Line 239: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.A | | input = h.A | ||
| images = | | images = XV_whip_ja_ima.png | ||
| hitboxes = XV_whip_ha.png | | hitboxes = XV_whip_ha.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
Line 265: | Line 265: | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = special | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 283: | Line 283: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.B | | input = h.B | ||
| images = | | images = XV_whip_jb_ima.png | ||
| hitboxes = XV_whip_hb.png | | hitboxes = XV_whip_hb.png | ||
| damage = 40 | | damage = 40 | ||
Line 289: | Line 289: | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
Line 311: | Line 311: | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 327: | Line 327: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.C | | input = h.C | ||
| images = | | images = XV_whip_jc_ima.png | ||
| hitboxes = XV_whip_hc.png | | hitboxes = XV_whip_hc.png, XV_whip_hc2.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 350: | Line 350: | ||
| input = j.C | | input = j.C | ||
| images = XV_whip_jc_ima.png | | images = XV_whip_jc_ima.png | ||
| hitboxes = XV_whip_jc.png | | hitboxes = XV_whip_jc.png, XV_whip_jc2.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 389: | Line 367: | ||
{{MoveData-KOFXV | character = Whip | moveId = whip_j8c | {{MoveData-KOFXV | character = Whip | moveId = whip_j8c | ||
| name = neutral jump C | | name = neutral jump C | ||
| header = | | header = yes | ||
| version = jump | | version = jump | ||
| orderId = | | orderId = 1 | ||
| input = j.8C | | input = j.8C | ||
| images = | | images = XV_whip_njc_ima.png | ||
| hitboxes = XV_whip_j8c.png | | hitboxes = XV_whip_j8c.png | ||
| damage = 70 | | damage = 70 | ||
Line 399: | Line 377: | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 415: | Line 393: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.D | | input = h.D | ||
| images = | | images = XV_whip_jd_ima.png | ||
| hitboxes = XV_whip_hd.png | | hitboxes = XV_whip_hd.png, XV_whip_hd2.png | ||
| damage = 40 | | damage = 80 (40+40) | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 2 (3) 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 80 (40+40) | ||
| guardDamage = | | guardDamage = 100 (50+50) | ||
}} | }} | ||
Line 438: | Line 416: | ||
| input = j.D | | input = j.D | ||
| images = XV_whip_jd_ima.png | | images = XV_whip_jd_ima.png | ||
| hitboxes = XV_whip_jd.png | | hitboxes = XV_whip_jd.png, XV_whip_jd2.png | ||
| damage = 40 | | damage = 80 (40+40) | ||
| guard = High | | guard = High(1), Mid(2) | ||
| cancel = | | cancel = | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 2 (3) 6 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 80 (40+40) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 477: | Line 433: | ||
{{MoveData-KOFXV | character = Whip | moveId = whip_j8d | {{MoveData-KOFXV | character = Whip | moveId = whip_j8d | ||
| name = neutral jump D | | name = neutral jump D | ||
| header = | | header = yes | ||
| version = jump | | version = jump | ||
| orderId = | | orderId = 1 | ||
| input = j.8D | | input = j.8D | ||
| images = | | images = XV_whip_njd_ima.png | ||
| hitboxes = XV_whip_j8d.png | | hitboxes = XV_whip_j8d.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 506: | Line 462: | ||
| images = XV_whip_rush1_ima.png | | images = XV_whip_rush1_ima.png | ||
| hitboxes = XV_whip_rush1.png | | hitboxes = XV_whip_rush1.png | ||
| damage = | | damage = 48 (25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = rush | ||
| startup = | | startup = 9 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 515: | Line 471: | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 528: | Line 484: | ||
| images = XV_whip_rush2_ima.png | | images = XV_whip_rush2_ima.png | ||
| hitboxes = XV_whip_rush2.png | | hitboxes = XV_whip_rush2.png | ||
| damage = | | damage = 70 (25+25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = rush | ||
| startup = | | startup = 14 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 537: | Line 493: | ||
| blockadv = -9 | | blockadv = -9 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 180 (60+60+60) | ||
}} | }} | ||
Line 551: | Line 507: | ||
| input = 6A | | input = 6A | ||
| images = XV_whip_6a_ima.png | | images = XV_whip_6a_ima.png | ||
| hitboxes = XV_whip_6a.png | | hitboxes = XV_whip_6a.png, XV_whip_6a2.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 35 | ||
| hitadv = -20 | | hitadv = -20 | ||
| blockadv = -22 | | blockadv = -22 | ||
| invul = | | invul = | ||
| stun = 20 | | stun = 20 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
Line 573: | Line 529: | ||
| input = 6AA | | input = 6AA | ||
| images = XV_whip_6aa_ima.png | | images = XV_whip_6aa_ima.png | ||
| hitboxes = XV_whip_6aa.png | | hitboxes = XV_whip_6aa.png, XV_whip_6aa2.png | ||
| damage = 20 | | damage = 20 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 33 | ||
| hitadv = -18 | | hitadv = -18 | ||
| blockadv = -20 | | blockadv = -20 | ||
| invul = | | invul = | ||
| stun = 20 | | stun = 20 | ||
| guardDamage = | | guardDamage = 20 | ||
}} | }} | ||
Line 594: | Line 550: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 6AAA | | input = 6AAA | ||
| images = | | images = XV_whip_6aa_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_6a.png, XV_whip_6a2.png | ||
| damage = 20 | | damage = 20 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 35 | ||
| hitadv = -20 | | hitadv = -20 | ||
| blockadv = -22 | | blockadv = -22 | ||
| invul = | | invul = | ||
| stun = 20 | | stun = 20 | ||
| guardDamage = | | guardDamage = 20 | ||
}} | }} | ||
Line 616: | Line 572: | ||
| orderId = 4 | | orderId = 4 | ||
| input = 6AAAA | | input = 6AAAA | ||
| images = | | images = XV_whip_6aa_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_6aa.png, XV_whip_6aa2.png | ||
| damage = 20 | | damage = 20 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 33 | ||
| hitadv = -18 | | hitadv = -18 | ||
| blockadv = -20 | | blockadv = -20 | ||
| invul = | | invul = | ||
| stun = 20 | | stun = 20 | ||
| guardDamage = | | guardDamage = 20 | ||
}} | }} | ||
Line 638: | Line 594: | ||
| orderId = 5 | | orderId = 5 | ||
| input = 6AAAAA | | input = 6AAAAA | ||
| images = | | images = XV_whip_6aa_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_6a.png, XV_whip_6a2.png | ||
| damage = | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 35 | ||
| hitadv = KND (+13) | | hitadv = KND (+13) | ||
| blockadv = -22 | | blockadv = -22 | ||
| invul = | | invul = | ||
| stun = 20 | | stun = 20 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
Line 658: | Line 614: | ||
| input = 3A | | input = 3A | ||
| images = XV_whip_3a_ima.png | | images = XV_whip_3a_ima.png | ||
| hitboxes = XV_whip_3a.png | | hitboxes = XV_whip_3a.png, XV_whip_3a2.png, XV_whip_3a3.png | ||
| damage = 50 | | damage = 50 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 15 | ||
| hitadv = -6 | | hitadv = -4 (Close) to 6 (Max Range) | ||
| blockadv = -8 | | blockadv = -8 (Close) to 2 (Max Range) | ||
| invul = | | invul = | ||
| stun = 60 | | stun = 60 | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
Line 681: | Line 637: | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 14 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 22 | ||
| hitadv = Splat (+73~+89) | | hitadv = Splat (+73~+89) | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = 100 | | stun = 100 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | }} | ||
Line 697: | Line 653: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_whip_236cd_ima.png | | images = XV_whip_236cd_ima.png | ||
| hitboxes = XV_whip_236cd.png | | hitboxes = XV_whip_236cd.png, XV_whip_236cd2.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Crumple (+93) | | hitadv = Crumple (+93) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = 0 | |||
| guardDamage = 200 | |||
}} | |||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Whip | moveId = whip_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_whip_214cd_ima.png | |||
| hitboxes = XV_whip_214cd.png, XV_whip_214cd2.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 | | stun = 0 | ||
| guardDamage = | | guardDamage = 150 | ||
}} | }} | ||
Line 718: | Line 693: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.CD | | input = h.CD | ||
| images = | | images = XV_whip_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_jcd.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 17 | | startup = 17 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 80 | | stun = 80 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 746: | Line 721: | ||
| cancel = | | cancel = | ||
| startup = 17 | | startup = 17 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = 80 | | stun = 80 | ||
| guardDamage = | | guardDamage = 140 | ||
}} | }} | ||
Line 766: | Line 741: | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (33) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = | | stun = | ||
Line 785: | Line 760: | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (39) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = | | stun = | ||
Line 796: | Line 771: | ||
==Specials== | ==Specials== | ||
===Boomerang Shot “Code: SC”=== | ===Boomerang Shot “Code: SC”=== | ||
==== | ====41236A==== | ||
{{MoveData-KOFXV | character = Whip | moveId = whip_41236a | {{MoveData-KOFXV | character = Whip | moveId = whip_41236a | ||
| name = Boomerang Shot “Code: SC” | | name = Boomerang Shot “Code: SC” | ||
Line 802: | Line 777: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 41236A | ||
| images = XV_whip_41236a_ima.png | | images = XV_whip_41236a_ima.png | ||
| hitboxes = XV_whip_41236a.png | | hitboxes = XV_whip_41236a.png, XV_whip_41236a2.png | ||
| damage = 40 | | damage = 97 (40+60) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super(1) | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 3 (17) 3 | ||
| recovery = | | recovery = 29 | ||
| hitadv = | | hitadv = HKD (33) | ||
| blockadv = - | | blockadv = -34 | ||
| invul = | | invul = Full body against non-projectile air moves: 1 to 10 (10 Frames) | ||
| stun = 60 | | stun = 60 (60+0) | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
Line 825: | Line 800: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 41236C | | input = 41236C | ||
| images = | | images = XV_whip_41236a_ima.png | ||
| hitboxes = XV_whip_41236c.png | | hitboxes = XV_whip_41236c.png, XV_whip_41236c2.png | ||
| damage = 60 | | damage = 117 (60+60) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super(1) | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 3 (17) 5 | ||
| recovery = | | recovery = 35 | ||
| hitadv = | | hitadv = HKD (33) | ||
| blockadv = - | | blockadv = -41 | ||
| invul = | | invul = Full Body: 1 to 13 (13 Frames) | ||
| stun = 60 | | stun = 60 (60+0) | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
Line 847: | Line 822: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 41236AC | | input = 41236AC | ||
| images = | | images = XV_whip_41236a_ima.png | ||
| hitboxes = XV_whip_41236ac.png | | hitboxes = XV_whip_41236ac.png, XV_whip_41236ac2.png | ||
| damage = 60 | | damage = 152 (60+40+60) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 3 (16) 5 | ||
| recovery = | | recovery = 41 | ||
| hitadv = | | hitadv = HKD (+33) | ||
| blockadv = - | | blockadv = -46 | ||
| invul = | | invul = Full Body: 1 to 8 (8 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 871: | Line 846: | ||
| input = 63214A | | input = 63214A | ||
| images = XV_whip_63214a_ima.png | | images = XV_whip_63214a_ima.png | ||
| hitboxes = XV_whip_63214a.png | | hitboxes = XV_whip_63214a.png, XV_whip_63214a2.png | ||
| damage = 40 | | damage = 131 (40+20+80) | ||
| guard = Mid, High | | guard = Mid(1), High(2) | ||
| cancel = | | cancel = super(1) | ||
| startup = | | startup = 26 | ||
| active = | | active = 3 (9) 2 | ||
| recovery = | | recovery = 28 | ||
| hitadv = | | hitadv = HKD (+36) | ||
| blockadv = -11 | | blockadv = -11 | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 (40+0+0) | ||
| guardDamage = | | guardDamage = 100 (60+40) | ||
}} | }} | ||
Line 893: | Line 868: | ||
| input = 63214AC | | input = 63214AC | ||
| images = XV_whip_63214ac_ima.png | | images = XV_whip_63214ac_ima.png | ||
| hitboxes = XV_whip_63214ac.png | | hitboxes = XV_whip_63214ac.png, XV_whip_63214ac2.png | ||
| damage = 60 | | damage = 114 (60+10+10+40) [115 (60+20+40)] | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 12 | ||
| active = | | active = 3 (9) 2 | ||
| recovery = | | recovery = 43 | ||
| hitadv = | | hitadv = SKD (41) | ||
| blockadv = | | blockadv = -26 | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 80 (40+40) | ||
}} | }} | ||
Line 915: | Line 890: | ||
| input = 63214[A]~D | | input = 63214[A]~D | ||
| images = XV_whip_63214a_d_ima.png | | images = XV_whip_63214a_d_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_63214d.png | ||
| damage = | | damage = | ||
| guard = N/A | | guard = N/A | ||
Line 921: | Line 896: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 27 (Earliest cancel) | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 941: | Line 916: | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 39 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 22 | ||
| hitadv = | | hitadv = +12 | ||
| blockadv = + | | blockadv = +4 | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 959: | Line 934: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 63214B~D | | input = 63214B~D | ||
| images = | | images = XV_whip_63214b_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_63214d.png | ||
| damage = | | damage = | ||
| guard = N/A | | guard = N/A | ||
Line 966: | Line 941: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 27 (Earliest cancel) | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 983: | Line 958: | ||
| input = 63214C | | input = 63214C | ||
| images = XV_whip_63214c_ima.png | | images = XV_whip_63214c_ima.png | ||
| hitboxes = XV_whip_63214c.png | | hitboxes = XV_whip_63214c.png, XV_whip_63214c2.png | ||
| damage = 40 | | damage = 157 (40+10*7+60) | ||
| guard = Mid, Low | | guard = Mid(1), Low(2) | ||
| cancel = | | cancel = super(1) | ||
| startup = 23 | | startup = 23 | ||
| active = | | active = 4 (13) 2 | ||
| recovery = | | recovery = 32 | ||
| hitadv = | | hitadv = HKD (+29) | ||
| blockadv = -15 | | blockadv = -15 | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 1,005: | Line 980: | ||
| input = 63214C~D | | input = 63214C~D | ||
| images = XV_whip_63214c_d_ima.png | | images = XV_whip_63214c_d_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_63214d.png | ||
| damage = | | damage = | ||
| guard = N/A | | guard = N/A | ||
Line 1,011: | Line 986: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 27 (Earliest cancel) | ||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = | |||
| guardDamage = | |||
}} | |||
===Strength Shot Type D “Code: Candy”=== | |||
====63214C~D==== | |||
{{MoveData-KOFXV | character = Whip | moveId = whip_63214d | |||
| name = Strength Shot Type D “Code: Candy” | |||
| header = yes | |||
| version = A/B/C~D | |||
| orderId = 1 | |||
| input = 63214A/B/C~D | |||
| images = XV_whip_63214d_ima.png | |||
| hitboxes = XV_whip_63214d.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 27 (Earliest cancel) | |||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 1,028: | Line 1,026: | ||
| input = j.214A | | input = j.214A | ||
| images = XV_whip_j214a_ima.png | | images = XV_whip_j214a_ima.png | ||
| hitboxes = XV_whip_j214a.png | | hitboxes = XV_whip_j214a.png, XV_whip_j214a2.png | ||
| damage = | | damage = | ||
| guard = N/A | | guard = N/A | ||
Line 1,034: | Line 1,032: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 13 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 1,049: | Line 1,047: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.214C | | input = j.214C | ||
| images = | | images = XV_whip_j214a_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_j214a.png, XV_whip_j214a2.png | ||
| damage = | | damage = | ||
| guard = N/A | | guard = N/A | ||
Line 1,056: | Line 1,054: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 13 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 1,071: | Line 1,069: | ||
| orderId = 3 | | orderId = 3 | ||
| input = j.214AC | | input = j.214AC | ||
| images = | | images = XV_whip_j214a_ima.png | ||
| hitboxes = XV_whip_j214ac.png | | hitboxes = XV_whip_j214ac.png, XV_whip_j214ac2.png | ||
| damage = | | damage = | ||
| guard = N/A | | guard = N/A | ||
Line 1,078: | Line 1,076: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 10 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Strike: 1 to 10 (10 Frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 1,094: | Line 1,092: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 4214B | | input = 4214B | ||
| images = | | images = XV_whip_4214d_ima.png | ||
| hitboxes = XV_whip_4214b.png | | hitboxes = XV_whip_4214b.png, XV_whip_4214b2.png, XV_whip_4214b3.png | ||
| damage = | | damage = 90 [60] | ||
| guard = High | | guard = High [Mid] | ||
| cancel = | | cancel = super | ||
| startup = 24 | | startup = 24 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 18 | ||
| hitadv = | | hitadv = HKD (+39) | ||
| blockadv = -12 | | blockadv = -12 | ||
| invul = | | invul = Projectile reflect: Frame 8-23 (16 frames) | ||
| stun = 60 | | stun = 60 [80] | ||
| guardDamage = | | guardDamage = 80 [100] | ||
}} | }} | ||
Line 1,117: | Line 1,115: | ||
| input = 4214D | | input = 4214D | ||
| images = XV_whip_4214d_ima.png | | images = XV_whip_4214d_ima.png | ||
| hitboxes = | | hitboxes = XV_whip_4214b.png, XV_whip_4214b2.png, XV_whip_4214b3.png | ||
| damage = | | damage = 90 [60] | ||
| guard = High | | guard = High [Mid] | ||
| cancel = | | cancel = super | ||
| startup = 24 | | startup = 24 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 18 | ||
| hitadv = | | hitadv = HKD (+39) | ||
| blockadv = -12 | | blockadv = -12 | ||
| invul = | | invul = Projectile reflect: Frame 8-23 (16 frames) | ||
| stun = 60 | | stun = 60 [80] | ||
| guardDamage = | | guardDamage = 80 [100] | ||
}} | }} | ||
Line 1,138: | Line 1,136: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 4214BD | | input = 4214BD | ||
| images = | | images = XV_whip_4214d_ima.png | ||
| hitboxes = XV_whip_4214bd.png | | hitboxes = XV_whip_4214bd.png, XV_whip_4214bd2.png, XV_whip_4214bd3.png | ||
| damage = | | damage = 120 [90 (30*3)] | ||
| guard = High | | guard = High [Mid] | ||
| cancel = | | cancel = | ||
| startup = 22 | | startup = 22 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = HKD (+37) | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = Projectile reflect: Frame 4-20 (17 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 100 [120 (40*3)] | ||
}} | }} | ||
Line 1,163: | Line 1,161: | ||
| input = 236236A/C | | input = 236236A/C | ||
| images = XV_whip_236236p_ima.png | | images = XV_whip_236236p_ima.png | ||
| hitboxes = XV_whip_236236p.png | | hitboxes = XV_whip_236236p.png, XV_whip_236236p2.png, XV_whip_236236p3.png | ||
| damage = 180 | | damage = 180 (75+5*13+20+20) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = advanced, climax | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 12 (9) 2 (12) 2 (11) 2 (12) 2 | ||
| recovery = | | recovery = 54 | ||
| hitadv = | | hitadv = HKD (+53) | ||
| blockadv = -39 | | blockadv = -39 | ||
| invul = | | invul = Full Body: 1 to 18 (18 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 1,184: | Line 1,182: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236236AC | | input = 236236AC | ||
| images = | | images = XV_whip_236236p_ima.png | ||
| hitboxes = XV_whip_236236ac.png | | hitboxes = XV_whip_236236ac.png, XV_whip_236236ac2.png, XV_whip_236236ac3.png | ||
| damage = 330 | | damage = 330 (80+10*22+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 10 (9) 2 (12) 2 (11) 2 (12) 2 | ||
| recovery = | | recovery = 54 | ||
| hitadv = | | hitadv = HKD (+62) | ||
| blockadv = -39 | | blockadv = -39 | ||
| invul = | | invul = Full Body: 1 to 14 (14 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 1,208: | Line 1,206: | ||
| input = 236236B/D | | input = 236236B/D | ||
| images = XV_whip_236236k_ima.png | | images = XV_whip_236236k_ima.png | ||
| hitboxes = XV_whip_236236k.png | | hitboxes = XV_whip_236236k.png, XV_whip_236236k2.png, XV_whip_236236k3.png | ||
| damage = 185 | | damage = 185 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = advanced, climax | ||
| startup = 18 | | startup = 18 | ||
| active = | | active = 20 | ||
| recovery = | | recovery = 34 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -39 | | blockadv = -39 | ||
| invul = | | invul = Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 16 (11 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 1,229: | Line 1,227: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236236BD | | input = 236236BD | ||
| images = | | images = XV_whip_236236k_ima.png | ||
| hitboxes = XV_whip_236236bd.png | | hitboxes = XV_whip_236236bd.png, XV_whip_236236bd2.png, XV_whip_236236bd3.png, XV_whip_236236bd4.png | ||
| damage = 350 | | damage = 350 (160+200) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 20 (30) 14 | ||
| recovery = | | recovery = 23 | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 11 (6 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
===Climax super=== | ===Climax super=== | ||
====2141236CD==== | ====2141236CD==== | ||
Line 1,250: | Line 1,249: | ||
| images = XV_whip_2141236cd_ima.png | | images = XV_whip_2141236cd_ima.png | ||
| hitboxes = XV_whip_2141236cd.png | | hitboxes = XV_whip_2141236cd.png | ||
| damage = 446 | | damage = 446 (80+114+90+162) Min:240 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 65 | ||
| hitadv = | | hitadv = HKD (+33) | ||
| blockadv = -52 | | blockadv = -52 | ||
| invul = | | invul = Full Body: 1 to 16 (16 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = |
Latest revision as of 01:36, 30 June 2024
Close Standing Normals
close A
Whip whip_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 | 8 | +4 | +2 | - | 30 | 60 |
close B
Whip whip_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 | 5 | 3 | 10 | +2 | 0 | - | 30 | 60 |
close C
Whip whip_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 4 | 4 | 19 | -6 | -8 | - | 70 | 120 |
close D
Whip whip_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 (40+40) | Mid | command | 7 | 3 (8) 6 | 18 | -3 | -5 | - | 80 (40+40) | 120 (60+60) |
Far Standing Normals
far A
Whip whip_fa | ||||||||||
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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 | command | 5 | 3 | 11 | +1 | -1 | - | 30 | 60 |
far B
Whip whip_fb | ||||||||||
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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 | special | 5 | 4 | 8 | +3 | +1 | - | 30 | 60 |
far C
Whip whip_fc | ||||||||||
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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 (30+40) | Mid | special | 15 | 8 (7) 5 | 16 | 0 | -2 | - | 70 (30+40) | 120 (60+60) |
far D
Whip whip_fd | ||||||||||
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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 | 8 | 5 | 18 | -2 | -4 | - | 70 | 120 |
Crouch Normals
crouch A
Whip whip_2a | ||||||||||
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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 | Low | special | 10 | 5 | 14 | -4 | -6 | - | 30 | 60 |
crouch B
Whip whip_2b | ||||||||||
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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 | 7 | 4 | 12 | -1 | -3 | - | 15 | 30 |
crouch C
Whip whip_2c | ||||||||||
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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 | Low | command | 12 | 2 | 26 | SKD (+21) | -9 | - | 70 | 120 |
crouch D
Whip whip_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 | Mid | command | 12 | 4 | 23 | -6 | -8 | - | 70 | 120 |
jump normals
hop A
Whip whip_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 | 8 | 7 | 1 on ground | - | - | - | 30 | 50 |
jump A
Whip whip_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 | 8 | 9 | 1 on ground | - | - | - | 30 | 60 |
hop B
Whip whip_hb | ||||||||||
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h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump B
Whip whip_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop C
Whip whip_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 | - | 14 | 7 | 1 on ground | - | - | - | 70 | 100 |
jump C
Whip whip_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 | - | 14 | 7 | 1 on ground | - | - | - | 70 | 120 |
neutral jump C
Whip whip_j8c | ||||||||||
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j.8C
j.8C neutral 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 | - | 13 | 5 | 1 on ground | - | - | - | 70 | 120 |
hop D
Whip whip_hd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 (40+40) | High | - | 10 | 2 (3) 4 | 1 on ground | - | - | - | 80 (40+40) | 100 (50+50) |
jump D
Whip whip_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 |
80 (40+40) | High(1), Mid(2) | - | 10 | 2 (3) 6 | 1 on ground | - | - | - | 80 (40+40) | 120 (60+60) |
neutral jump D
Whip whip_j8d | ||||||||||
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j.8D
j.8D neutral 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 | - | 6 | 9 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
Whip whip_rush1 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AA
cl.AA rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | rush | 9 | - | - | -2 | -4 | - | 30 | 120 (60+60) |
rush 2
Whip whip_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 | 14 | - | - | -7 | -9 | - | 30 | 180 (60+60+60) |
Command normals
Whip Shot
Whip Shot 1
Whip whip_6a | ||||||||||
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6A
6A Whip Shot 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 |
25 | Mid | special | 15 | 6 | 35 | -20 | -22 | - | 20 | 30 |
Whip Shot 2
Whip whip_6aa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6AA
6AA Whip Shot 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 |
20 | Mid | super | 9 | 6 | 33 | -18 | -20 | - | 20 | 20 |
Whip Shot 3
Whip whip_6aaa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6AAA
6AAA Whip Shot 3 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
20 | Mid | super | 7 | 6 | 35 | -20 | -22 | - | 20 | 20 |
Whip Shot 4
Whip whip_6aaaa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6AAAA
6AAAA Whip Shot 4 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
20 | Mid | super | 9 | 6 | 33 | -18 | -20 | - | 20 | 20 |
Whip Shot 5
Whip whip_6aaaaa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6AAAAA
6AAAAA Whip Shot 5 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | special | 7 | 6 | 35 | KND (+13) | -22 | - | 20 | 30 |
Talon Shot
Whip whip_3a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
3A
3A Talon Shot | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | super | 11 | 12 | 15 | -4 (Close) to 6 (Max Range) | -8 (Close) to 2 (Max Range) | - | 60 | 80 |
Blowback
Blowback
Whip whip_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 14 | 5 | 22 | Splat (+73~+89) | -4 | - | 100 | 160 |
Shatterstrike
Whip whip_236cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236CD
236CD Shatterstrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage 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 |
AdvanceStrike
Whip whip_214cd | ||||||||||
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214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Whip whip_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 | SKD | - | - | 80 | 120 |
jump CD
Whip whip_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 | 7 | 1 on ground | SKD | - | - | 80 | 140 |
Throws
Strike Three
Whip whip_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C Strike Three | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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) | Unblockable | - | - | - |
Assassin Trap
Whip whip_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Assassin Trap | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 (39) | Unblockable | - | - | - |
Specials
Boomerang Shot “Code: SC”
41236A
Whip whip_41236a | ||||||||||
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41236A
41236A Boomerang Shot “Code: SC” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
97 (40+60) | Mid | super(1) | 8 | 3 (17) 3 | 29 | HKD (33) | -34 | Full body against non-projectile air moves: 1 to 10 (10 Frames) | 60 (60+0) | 80 |
41236C
Whip whip_41236c | ||||||||||
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41236C
41236C Boomerang Shot “Code: SC” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
117 (60+60) | Mid | super(1) | 11 | 3 (17) 5 | 35 | HKD (33) | -41 | Full Body: 1 to 13 (13 Frames) | 60 (60+0) | 80 |
41236AC
Whip whip_41236ac | ||||||||||
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41236AC
41236AC Boomerang Shot “Code: SC” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
152 (60+40+60) | Mid | - | 6 | 3 (16) 5 | 41 | HKD (+33) | -46 | Full Body: 1 to 8 (8 Frames) | 0 | 100 |
Strength Shot Type A “Code: Superior”
63214A
Whip whip_63214a | ||||||||||
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63214A
63214A Strength Shot Type A “Code: Superior” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
131 (40+20+80) | Mid(1), High(2) | super(1) | 26 | 3 (9) 2 | 28 | HKD (+36) | -11 | - | 40 (40+0+0) | 100 (60+40) |
63214AC
Whip whip_63214ac | ||||||||||
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63214AC
63214AC Strength Shot Type A “Code: Superior” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
114 (60+10+10+40) [115 (60+20+40)] | Mid | - | 12 | 3 (9) 2 | 43 | SKD (41) | -26 | - | 0 | 80 (40+40) |
63214[A]~D
Whip whip_63214a_d | ||||||||||
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63214[A]~D
63214[A]~D A: Strength Shot Type D “Code: Candy” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | - | - | - | 27 (Earliest cancel) | - | - | - | - | - |
Strength Shot Type B “Code: Strength”
63214B
Whip whip_63214b | ||||||||||
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63214B
63214B Strength Shot Type B “Code: Strength” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | 39 | 3 | 22 | +12 | +4 | - | 40 | 60 |
63214B~D
Whip whip_63214b_d | ||||||||||
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63214B~D
63214B~D B: Strength Shot Type D “Code: Candy” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | - | - | - | 27 (Earliest cancel) | - | - | - | - | - |
Strength Shot Type C “Code: Victory”
63214C
Whip whip_63214c | ||||||||||
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63214C
63214C Strength Shot Type C “Code: Victory” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
157 (40+10*7+60) | Mid(1), Low(2) | super(1) | 23 | 4 (13) 2 | 32 | HKD (+29) | -15 | - | 0 | 60 |
63214C~D
Whip whip_63214c_d | ||||||||||
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63214C~D
63214C~D C: Strength Shot Type D “Code: Candy” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | - | - | - | 27 (Earliest cancel) | - | - | - | - | - |
Strength Shot Type D “Code: Candy”
63214C~D
Whip whip_63214d | ||||||||||
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63214A/B/C~D
63214A/B/C~D Strength Shot Type D “Code: Candy” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
- | - | - | - | - | 27 (Earliest cancel) | - | - | - | - | - |
Hook Shot “Code: Zephyr”
j.214A
Whip whip_j214a | ||||||||||
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j.214A
j.214A Hook Shot “Code: Zephyr” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | - | - | - | 13 on ground | - | - | - | - | - |
j.214C
Whip whip_j214c | ||||||||||
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j.214C
j.214C Hook Shot “Code: Zephyr” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | - | - | - | 13 on ground | - | - | - | - | - |
j.214AC
Whip whip_j214ac | ||||||||||
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j.214AC
j.214AC Hook Shot “Code: Zephyr” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 | - | - | - | 10 on ground | - | - | Full Strike: 1 to 10 (10 Frames) | - | - |
Crescent Swatter “Code: FS”
4214B
Whip whip_4214b | ||||||||||
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4214B
4214B Crescent Swatter “Code: FS” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 [60] | High [Mid] | super | 24 | 7 | 18 | HKD (+39) | -12 | Projectile reflect: Frame 8-23 (16 frames) | 60 [80] | 80 [100] |
4214D
Whip whip_4214d | ||||||||||
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4214D
4214D Crescent Swatter “Code: FS” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 [60] | High [Mid] | super | 24 | 7 | 18 | HKD (+39) | -12 | Projectile reflect: Frame 8-23 (16 frames) | 60 [80] | 80 [100] |
4214BD
Whip whip_4214bd | ||||||||||
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4214BD
4214BD Crescent Swatter “Code: FS” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 [90 (30*3)] | High [Mid] | - | 22 | 6 | 21 | HKD (+37) | -8 | Projectile reflect: Frame 4-20 (17 frames) | 0 | 100 [120 (40*3)] |
Supers
Sonic Slaughter “Code: KW”
236236A/C
Whip whip_236236p | ||||||||||
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236236A/C
236236A/C Sonic Slaughter “Code: KW” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
180 (75+5*13+20+20) | Mid | advanced, climax | 7 | 12 (9) 2 (12) 2 (11) 2 (12) 2 | 54 | HKD (+53) | -39 | Full Body: 1 to 18 (18 Frames) | 0 | - |
236236AC
Whip whip_236236ac | ||||||||||
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236236AC
236236AC Sonic Slaughter “Code: KW” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
330 (80+10*22+30) | Mid | climax | 5 | 10 (9) 2 (12) 2 (11) 2 (12) 2 | 54 | HKD (+62) | -39 | Full Body: 1 to 14 (14 Frames) | 0 | - |
Destruction Barrage “Code: YGW”
236236B/D
Whip whip_236236k | ||||||||||
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236236B/D
236236B/D Destruction Barrage “Code: YGW” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
185 | Mid | advanced, climax | 18 | 20 | 34 | HKD | -39 | Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 16 (11 Frames) | 0 | - |
236236BD
Whip whip_236236bd | ||||||||||
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236236BD
236236BD Destruction Barrage “Code: YGW” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 (160+200) | Mid | climax | 12 | 20 (30) 14 | 23 | HKD | -6 | Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 11 (6 Frames) | 0 | - |
Climax super
2141236CD
Whip whip_2141236cd | ||||||||||
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2141236CD
2141236CD Depravity Branding “Code: FA” | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/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 |
446 (80+114+90+162) Min:240 | Mid | - | 11 | 6 | 65 | HKD (+33) | -52 | Full Body: 1 to 16 (16 Frames) | 0 | - |