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

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

From Dream Cancel Wiki
Jump to navigation Jump to search
Benpaste (talk | contribs)
EMRaistlin (talk | contribs)
fixed raw damage between parenthesis
 
(52 intermediate revisions by 8 users not shown)
Line 9: Line 9:
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 7
| hitadv      = 0
| hitadv      = +4
| blockadv    = -2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 28: Line 28:
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 11
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
| 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    = 8
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 21
| hitadv      = -4
| hitadv      = -4
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 66: Line 66:
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 11
| startup    = 11
| active      =  
| active      = 4
| recovery    =  
| recovery    = 17
| hitadv      = 0
| hitadv      = Juggle - SKD
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 88: Line 88:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 12
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 105: Line 105:
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 8
| startup    = 8
| active      =  
| active      = 4
| recovery    =  
| recovery    = 13
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 121: Line 121:
| input      = f.C
| input      = f.C
| images      = XV_kod_fc_ima.png
| images      = XV_kod_fc_ima.png
| hitboxes    = XV_kod_fc.png
| hitboxes    = XV_kod_fc.png, XV_kod_fc2.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 16
| startup    = 14
| active      =  
| active      = 3
| recovery    =  
| recovery    = 18
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      = Upper Body Armor: 9 to 13 (5 frames)
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 143: Line 143:
| damage      = 100
| damage      = 100
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 15
| startup    = 15
| active      =  
| active      = 4
| recovery    =  
| recovery    = 23
| hitadv      = KND (+27)
| hitadv      = SKD (27: Tech / 54 : Non-tech)
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 163: Line 163:
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 6
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 11
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 182: Line 182:
| damage      = 30
| damage      = 30
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = super
| startup    = 5
| startup    = 5
| active      =  
| active      = 6
| recovery    =  
| recovery    = 9
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 30
}}
}}


Line 198: Line 198:
| input      = 2C
| input      = 2C
| images      = XV_kod_2c_ima.png
| images      = XV_kod_2c_ima.png
| hitboxes    = XV_kod_2c.png
| hitboxes    = XV_kod_2c.png, XV_kod_2c2.png, XV_kod_2c3.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 8
| startup    = 8
| active      =  
| active      = 2 (2) 4
| recovery    =  
| recovery    = 26
| hitadv      = -13
| hitadv      = -5
| blockadv    = -15
| blockadv    = -15
| invul      =  
| invul      = Upper Body Armor: 5 to 7 (3 frames)
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 217: Line 217:
| input      = 2D
| input      = 2D
| images      = XV_kod_2d_ima.png
| images      = XV_kod_2d_ima.png
| hitboxes    = XV_kod_2d.png
| hitboxes    = XV_kod_2d.png, XV_kod_2d2.png
| damage      = 70
| damage      = 70
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 12
| startup    = 12
| active      =  
| active      = 4 (11) 3
| recovery    =  
| recovery    = 23
| hitadv      = 8
| hitadv      = 8
| blockadv    = -7
| blockadv    = -7
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 60,60
}}
}}


Line 239: Line 239:
| orderId    = 1
| orderId    = 1
| input      = h.A
| input      = h.A
| images      = XV_kod_ha_ima.png
| images      = XV_kod_ja_ima.png
| hitboxes    = XV_kod_ha.png
| hitboxes    = XV_kod_ha.png
| damage      = 40
| damage      = 40
Line 245: Line 245:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 5
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = +13
| blockadv    =  
| blockadv    = +13
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}


Line 267: Line 267:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 6
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = +13
| blockadv    =  
| blockadv    = +13
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 283: Line 283:
| orderId    = 1
| orderId    = 1
| input      = h.B
| input      = h.B
| images      = XV_kod_hb_ima.png
| images      = XV_kod_jb_ima.png
| hitboxes    = XV_kod_hb.png
| hitboxes    = XV_kod_hb.png
| damage      = 40
| damage      = 40
Line 289: Line 289:
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 8
| active      =  
| active      = 6
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = +13
| blockadv    =  
| blockadv    = +13
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}


Line 311: Line 311:
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 8
| active      =  
| active      = 8
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = +13
| blockadv    =  
| blockadv    = +13
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 327: Line 327:
| orderId    = 1
| orderId    = 1
| input      = h.C
| input      = h.C
| images      = XV_kod_hc_ima.png
| images      = XV_kod_jc_ima.png
| hitboxes    = XV_kod_hc.png
| hitboxes    = XV_kod_hc.png
| damage      = 70
| damage      = 70
Line 333: Line 333:
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      =  
| active      = 5
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = +13
| blockadv    =  
| blockadv    = +16
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 355: Line 355:
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      =  
| active      = 7
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = +13
| blockadv    =  
| blockadv    = +16
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 371: Line 371:
| orderId    = 1
| orderId    = 1
| input      = h.D
| input      = h.D
| images      = XV_kod_hd_ima.png
| images      = XV_kod_jd_ima.png
| hitboxes    = XV_kod_hd.png
| hitboxes    = XV_kod_hd.png
| damage      = 70
| damage      = 70
Line 377: Line 377:
| cancel      =  
| cancel      =  
| startup    = 10
| startup    = 10
| active      =  
| active      = 6
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = +13
| blockadv    =  
| blockadv    = +16
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 399: Line 399:
| cancel      =  
| cancel      =  
| startup    = 10
| startup    = 10
| active      =  
| active      = 8
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = +13
| blockadv    =  
| blockadv    = +16
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 422: Line 422:
| cancel      =  
| cancel      =  
| startup    = 5,11
| startup    = 5,11
| active      =  
| active      = 4,4
| recovery    =  
| recovery    = 11,20
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
Line 444: Line 444:
| cancel      =  
| cancel      =  
| startup    = 5,11,14
| startup    = 5,11,14
| active      =  
| active      = 4,4,3
| recovery    =  
| recovery    = 11,20,23
| hitadv      = -5
| hitadv      = -5
| blockadv    = -7
| blockadv    = -7
Line 459: Line 459:
| input      = 6A
| input      = 6A
| images      = XV_kod_6a_ima.png
| images      = XV_kod_6a_ima.png
| hitboxes    = XV_kod_6a.png
| hitboxes    = XV_kod_6a.png, XV_kod_6a2.png
| damage      = 70 [50]
| damage      = 70 [50]
| guard      = High [Mid]
| guard      = High [Mid]
| cancel      =  
| cancel      = [special]
| startup    = 22
| startup    = 22 [16]
| active      =  
| active      = 4
| recovery    =  
| recovery    = 21
| hitadv      = -4
| hitadv      = -4
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      =  
| stun        = 80 [60]
| stun        = 80 [60]
| guardDamage =  
| guardDamage = 120 [100]
}}
}}


====Yucatan  Punch====
====Yucatan  Punch====
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_4a
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_4a
| name        = Yucatan Punch
| name        = Yucatan Punch
| input      = 4A
| input      = 4A
| images      = XV_kod_4a_ima.png
| images      = XV_kod_4a_ima.png
| hitboxes    = XV_kod_4a.png
| hitboxes    = XV_kod_4a.png, XV_kod_4a2.png
| damage      = 60
| damage      = 60
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 16
| startup    = 16
| active      =  
| active      = 3
| recovery    =  
| recovery    = 21
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      = Upper Body Armor: 5 to 11 (7 frames)
| stun        = 100
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


Line 501: Line 501:
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 15
| startup    = 15
| active      =  
| active      = 5
| recovery    =  
| recovery    = 15
| hitadv      = Splat (+80~+96)
| hitadv      = Splat (+80~+96)
| blockadv    = 3
| blockadv    = 3
| invul      =  
| invul      =  
| stun        = 100
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


Line 517: Line 517:
| input      = 236CD
| input      = 236CD
| images      = XV_kod_236cd_ima.png
| images      = XV_kod_236cd_ima.png
| hitboxes    = XV_kod_236cd.png
| hitboxes    = XV_kod_236cd.png, XV_kod_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      = Full Body Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_kod_214cd_ima.png
| hitboxes    = XV_kod_214cd.png, XV_kod_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 538: Line 557:
| orderId    = 1
| orderId    = 1
| input      = h.CD
| input      = h.CD
| images      = XV_kod_hcd_ima.png
| images      = XV_kod_jcd_ima.png
| hitboxes    = XV_kod_hcd.png
| hitboxes    = XV_kod_jcd.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 7
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = KND
| blockadv    =  
| blockadv    = +19
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}


Line 560: Line 579:
| orderId    = 2
| orderId    = 2
| input      = j.CD
| input      = j.CD
| images      = XV_kod_hcd_ima.png
| images      = XV_kod_jcd_ima.png
| hitboxes    = XV_kod_jcd.png
| hitboxes    = XV_kod_jcd.png
| damage      = 90
| damage      = 90
Line 566: Line 585:
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 8
| recovery    =  
| recovery    = Landing + 1
| hitadv      =  
| hitadv      = KND
| blockadv    =  
| blockadv    = +23
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 140
}}
}}


Line 586: Line 605:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (+64)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 605: Line 624:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (+37)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 616: Line 635:
==Specials==
==Specials==
===Zetsumetsu Hurricane===
===Zetsumetsu Hurricane===
====41236A====
====63214A====
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_41236a
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_63214a
| name        = Zetsumetsu Hurricane
| name        = Zetsumetsu Hurricane
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 41236A
| input      = 63214A
| images      = XV_kod_41236a_ima.png
| images      = XV_kod_63214a_ima.png
| hitboxes    = XV_kod_41236a.png
| hitboxes    = XV_kod_63214a.png
| damage      = 160
| damage      = 160
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 58
| hitadv      = KND (+48)
| hitadv      = KND (+48)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 1F
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}


====41236C====
====63214C====
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_41236c
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_63214c
| name        = Zetsumetsu Hurricane
| name        = Zetsumetsu Hurricane
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 41236C
| input      = 63214C
| images      = XV_kod_41236c_ima.png
| images      = XV_kod_63214c_ima.png
| hitboxes    = XV_kod_41236c.png
| hitboxes    = XV_kod_63214c.png, XV_kod_63214c2.png
| damage      = 160
| damage      = 160
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 18
| startup    = 18
| active      =  
| active      = 1
| recovery    =  
| recovery    = 42
| hitadv      = KND (+48)
| hitadv      = KND (+48)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body Invul: 1 to 18 (18 frames); Upper Body Armor: 1 to 17 (17 frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}


====41236AC====
====63214AC====
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_41236ac
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_63214ac
| name        = Zetsumetsu Hurricane
| name        = Zetsumetsu Hurricane
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 3
| orderId    = 3
| input      = 41236AC
| input      = 63214AC
| images      = XV_kod_41236ac_ima.png
| images      = XV_kod_63214a_ima.png
| hitboxes    = XV_kod_41236ac.png
| hitboxes    = XV_kod_63214ac.png
| damage      = 180
| damage      = 180
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 1
| recovery    =  
| recovery    = 40
| hitadv      = KND (+48)
| hitadv      = KND (+48)
| blockadv    =  
| blockadv    =  
Line 692: Line 711:
| images      = XV_kod_236b_ima.png
| images      = XV_kod_236b_ima.png
| hitboxes    = XV_kod_236b.png
| hitboxes    = XV_kod_236b.png
| damage      = 118
| damage      = 118 (30*4)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 24
| startup    = 24
| active      =  
| active      = 7
| recovery    =  
| recovery    = 22 (18 on ground)
| hitadv      = KND (+41)
| hitadv      = KND (+41)
| blockadv    =  
| blockadv    =  
Line 712: Line 731:
| orderId    = 2
| orderId    = 2
| input      = 236D
| input      = 236D
| images      = XV_kod_236d_ima.png
| images      = XV_kod_236b_ima.png
| hitboxes    = XV_kod_236d.png
| hitboxes    = XV_kod_236d.png
| damage      = 118
| damage      = 118 (30*4)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 29
| startup    = 29
| active      =  
| active      = 7
| recovery    =  
| recovery    = 22 (18 on ground)
| hitadv      = KND (+41)
| hitadv      = KND (+41)
| blockadv    =  
| blockadv    =  
Line 734: Line 753:
| orderId    = 3
| orderId    = 3
| input      = 236BD
| input      = 236BD
| images      = XV_kod_236bd_ima.png
| images      = XV_kod_236b_ima.png
| hitboxes    = XV_kod_236bd.png
| hitboxes    = XV_kod_236bd.png
| damage      = 140
| damage      = 140 (30*3+50)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 28
| startup    = 28
| active      =  
| active      = 7
| recovery    =  
| recovery    = 21 (18 on ground)
| hitadv      = KND (+5)
| hitadv      = KND (+26)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 758: Line 777:
| input      = 236A
| input      = 236A
| images      = XV_kod_236a_ima.png
| images      = XV_kod_236a_ima.png
| hitboxes    = XV_kod_236a.png
| hitboxes    = XV_kod_236a.png, XV_kod_236a2.png, XV_kod_236a3.png
| damage      = 50, 60
| damage      = 107 (50+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super (1)
| startup    = 9
| startup    = 13
| active      =  
| active      = 3 (13) 3
| recovery    =  
| recovery    = 32
| hitadv      = KND (+28)
| hitadv      = KND (+28)
| blockadv    = -16
| blockadv    = -16
| invul      =  
| invul      =  
| stun        = 40,40
| stun        = 40, 40
| guardDamage =  
| guardDamage = 60, 80
}}
}}


Line 780: Line 799:
| input      = 236C
| input      = 236C
| images      = XV_kod_236c_ima.png
| images      = XV_kod_236c_ima.png
| hitboxes    = XV_kod_236c.png
| hitboxes    = XV_kod_236c.png, XV_kod_236c2.png, XV_kod_236c3.png, XV_kod_236c4.png
| damage      = 40, 50, 60
| damage      = 147 (40+50+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 17
| startup    = 16
| active      =  
| active      = 4 (10) 3 (26) 4
| recovery    =  
| recovery    = 27
| hitadv      = KND (+37)
| hitadv      = KND (+37)
| blockadv    = -12
| blockadv    = -12
| invul      =  
| invul      =  
| stun        = 30, 30, 40
| stun        = 30, 30, 40
| guardDamage =  
| guardDamage = 60, 60, 80
}}
}}


Line 802: Line 821:
| input      = 236AC
| input      = 236AC
| images      = XV_kod_236ac_ima.png
| images      = XV_kod_236ac_ima.png
| hitboxes    = XV_kod_236ac.png
| hitboxes    = XV_kod_236ac.png, XV_kod_236ac2.png, XV_kod_236ac3.png, XV_kod_236ac4.png
| damage      = 30, 30, 40
| damage      = 94 (30+30+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      =  
| active      = 4 (16) 3 (18) 9
| recovery    =  
| recovery    = 24
| hitadv      = Juggle (+73)
| hitadv      = Juggle (+73)
| blockadv    = -15
| blockadv    = -15
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 50, 60, 120
}}
}}


Line 824: Line 843:
| orderId    = 1
| orderId    = 1
| input      = 236A~AB
| input      = 236A~AB
| images      = XV_kod_236a_ab_ima.png
| images      = XV_kod_236c_ima.png
| hitboxes    = XV_kod_236a_ab.png
| hitboxes    = XV_kod_236a.png
| damage      = 50
| damage      = 50
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 13
| active      =  
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
| guardDamage =  
| guardDamage = 60
}}
}}


Line 846: Line 865:
| orderId    = 2
| orderId    = 2
| input      = 236C~AB
| input      = 236C~AB
| images      = XV_kod_236c_ab_ima.png
| images      = XV_kod_236a_ima.png
| hitboxes    = XV_kod_236c_ab.png
| hitboxes    = XV_kod_236c.png, XV_kod_236c2.png
| damage      = 40, 50
| damage      = 90 (40+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 16
| active      =  
| active      = 4 (10) 3
| recovery    =  
| recovery    = 20
| hitadv      = Juggle (+44)
| hitadv      = Juggle (+44)
| blockadv    = -9
| blockadv    = -9
| invul      =  
| invul      =  
| stun        = 30, 30
| stun        = 30, 30
| guardDamage =  
| guardDamage = 60, 60
}}
}}


Line 871: Line 890:
| images      = XV_kod_214b_ima.png
| images      = XV_kod_214b_ima.png
| hitboxes    = XV_kod_214b.png
| hitboxes    = XV_kod_214b.png
| damage      =  
| damage      = 80 (0+10*4+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 17
| startup    = 17
| active      =  
| active      = 1
| recovery    =  
| recovery    = 21
| hitadv      = KND (+41)
| hitadv      = KND (+41)
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 892: Line 911:
| input      = 214D
| input      = 214D
| images      = XV_kod_214d_ima.png
| images      = XV_kod_214d_ima.png
| hitboxes    = XV_kod_214d.png
| hitboxes    = XV_kod_214b.png
| damage      =  
| damage      = 80 (0+10*4+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 17
| startup    = 17
| active      =  
| active      = 1
| recovery    =  
| recovery    = 21
| hitadv      = KND (+41)
| hitadv      = KND (+41)
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 913: Line 932:
| orderId    = 3
| orderId    = 3
| input      = 214BD
| input      = 214BD
| images      = XV_kod_214bd_ima.png
| images      = XV_kod_214d_ima.png
| hitboxes    = XV_kod_214bd.png
| hitboxes    = XV_kod_214bd.png, XV_kod_214bd2.png
| damage      =  
| damage      = 140 (0+30*3+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      =  
| active      = 1
| recovery    =  
| recovery    = 21
| hitadv      = KND (+41)
| hitadv      = KND (+41)
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      = Lower Body: 1 to 11 (11 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 938: Line 957:
| images      = XV_kod_4214b_ima.png
| images      = XV_kod_4214b_ima.png
| hitboxes    = XV_kod_4214b.png
| hitboxes    = XV_kod_4214b.png
| damage      =  
| damage      = 120
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 8
| active      =  
| active      = 4
| recovery    =  
| recovery    = 50 (20 on ground)
| hitadv      = KND (+44)
| hitadv      = KND (+44)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 958: Line 977:
| orderId    = 2
| orderId    = 2
| input      = 4214D
| input      = 4214D
| images      = XV_kod_4214d_ima.png
| images      = XV_kod_4214b_ima.png
| hitboxes    = XV_kod_4214d.png
| hitboxes    = XV_kod_4214d.png
| damage      =  
| damage      = 160
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 16
| startup    = 16
| active      =  
| active      = 4
| recovery    =  
| recovery    = 50 (20 on ground)
| hitadv      = KND (+44)
| hitadv      = KND (+44)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full body against non-projectile air moves: 1 to 18 (18 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 980: Line 999:
| orderId    = 3
| orderId    = 3
| input      = 4214BD
| input      = 4214BD
| images      = XV_kod_4214bd_ima.png
| images      = XV_kod_4214b_ima.png
| hitboxes    = XV_kod_4214bd.png
| hitboxes    = XV_kod_4214bd.png
| damage      =  
| damage      = 200
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      =  
| active      = 4
| recovery    =  
| recovery    = 50 (20 on ground)
| hitadv      = KND (+44)
| hitadv      = KND (+64)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 1 to 14 (14 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 1,005: Line 1,024:
| input      = 6321463214A/C
| input      = 6321463214A/C
| images      = XV_kod_6321463214p_ima.png
| images      = XV_kod_6321463214p_ima.png
| hitboxes    = XV_kod_6321463214p.png
| hitboxes    = XV_kod_6321463214p.png, XV_kod_6321463214p2.png
| damage      =  
| damage      = 240
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      = climax
| startup    = 3
| startup    = 3
| active      =  
| active      = 40
| recovery    =  
| recovery    = 58
| hitadv      = KND (+26)
| hitadv      = KND (+56)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 1 to 3 (3 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 1,027: Line 1,046:
| input      = 6321463214AC
| input      = 6321463214AC
| images      = XV_kod_6321463214ac_ima.png
| images      = XV_kod_6321463214ac_ima.png
| hitboxes    = XV_kod_6321463214ac.png
| hitboxes    = XV_kod_6321463214ac.png, XV_kod_6321463214ac2.png
| damage      =  
| damage      = 350 (170+180)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      = climax
| startup    = 1
| startup    = 1
| active      =  
| active      = 32
| recovery    =  
| recovery    = 58
| hitadv      = KND (+21)
| hitadv      = KND (+56)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 1 to 3 (3 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 1,050: Line 1,069:
| input      = 236236B/D
| input      = 236236B/D
| images      = XV_kod_236236k_ima.png
| images      = XV_kod_236236k_ima.png
| hitboxes    = XV_kod_236236k.png
| hitboxes    = XV_kod_236236k.png, XV_kod_236236k2.png
| damage      =  
| damage      = 190 (30+30+40+40+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 18
| startup    = 18
| active      =  
| active      = 3 (14) 3 (14) 3 (14) 3 (19) 2
| recovery    =  
| recovery    = 66
| hitadv      = KND (+50)
| hitadv      = KND (+50)
| blockadv    = -49
| blockadv    = -49
| invul      =  
| invul      = Full Body: 1 to 3 (3 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,072: Line 1,091:
| input      = 236236BD
| input      = 236236BD
| images      = XV_kod_236236bd_ima.png
| images      = XV_kod_236236bd_ima.png
| hitboxes    = XV_kod_236236bd.png
| hitboxes    = XV_kod_236236bd.png, XV_kod_236236bd2.png, XV_kod_236236bd3.png, XV_kod_236236bd4.png
| damage      =  
| damage      = 340 (40*4+80+100)
| guard      = Mid...High
| guard      = Mid...High
| cancel      =  
| cancel      = climax
| startup    = 18
| startup    = 18
| active      =  
| active      = 3 (14) 3 (14) 3 (14) 3 (13) 4 (31) 3
| recovery    =  
| recovery    = 50
| hitadv      = KND (+12)
| hitadv      = KND (+12)
| blockadv    = -34
| blockadv    = -34
| invul      =  
| invul      = Full Body: 1 to 11 (11 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


===Climax super===
==Climax Super Special Move==
===Spiral Arm Excavation===
====2141236CD====
====2141236CD====
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_2141236cd
{{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_2141236cd
| name        = Spiral Arm Exavation
| name        = Spiral Arm Excavation
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_kod_2141236cd_ima.png
| images      = XV_kod_214b_ima.png
| hitboxes    = XV_kod_2141236cd.png
| hitboxes    = XV_kod_2141236cd.png
| damage      =  
| damage      = 440 (70+95+95+180) Min: 255
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 9
| recovery    =  
| recovery    = 35
| hitadv      = KND (+68)
| hitadv      = KND (+68)
| blockadv    = -25
| blockadv    = -25
| invul      =  
| invul      = Full Body: 1 to 18 (18 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}




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

Latest revision as of 10:52, 7 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

King of Dinosaurs
kod_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand547+4+2-3060


close B

King of Dinosaurs
kod_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midcommand54110-2-3060


close C

King of Dinosaurs
kod_clc
cl.C
cl.C
close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand6421-4-6-70120


close D

King of Dinosaurs
kod_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand11417Juggle - SKD-2-70120


Far Standing Normals

far A

King of Dinosaurs
kod_fa
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-6412-1-3-3060


far B

King of Dinosaurs
kod_fb
f.B
f.B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midcommand8413-2-4-3060


far C

King of Dinosaurs
kod_fc
f.C
f.C
far C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper143180-2Upper Body Armor: 9 to 13 (5 frames)70120


far D

King of Dinosaurs
kod_fd
f.D
f.D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Midspecial15423SKD (27: Tech / 54 : Non-tech)-8-70120


Crouch Normals

crouch A

King of Dinosaurs
kod_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand64110-2-3060


crouch B

King of Dinosaurs
kod_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowsuper5690-2-3030


crouch C

King of Dinosaurs
kod_2c
2C
2C
crouch C


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand82 (2) 426-5-15Upper Body Armor: 5 to 7 (3 frames)70120


crouch D

King of Dinosaurs
kod_2d
2D
2D
crouch D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Lowcommand124 (11) 3238-7-7060,60


jump normals

hop A

King of Dinosaurs
kod_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-65Landing + 1+13+13-3050


jump A

King of Dinosaurs
kod_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-66Landing + 1+13+13-3060


hop B

King of Dinosaurs
kod_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-86Landing + 1+13+13-3050


jump B

King of Dinosaurs
kod_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-88Landing + 1+13+13-3060


hop C

King of Dinosaurs
kod_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-135Landing + 1+13+16-70100


jump C

King of Dinosaurs
kod_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-137Landing + 1+13+16-70120


hop D

King of Dinosaurs
kod_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-106Landing + 1+13+16-70100


jump D

King of Dinosaurs
kod_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-108Landing + 1+13+16-70120


rush moves

rush 1

King of Dinosaurs
kod_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25 (23)Mid-5,114,411,20-3-5-0-


rush 2

King of Dinosaurs
kod_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25(22)Mid-5,11,144,4,311,20,23-5-7-0-


Command normals

Rex Head

King of Dinosaurs
kod_6a
6A
6A
Rex Head

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 [50]High [Mid][special]22 [16]421-4-6-80 [60]120 [100]


Yucatan Punch

King of Dinosaurs
kod_4a
4A
4A
Yucatan Punch

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midspecial16321-3-5Upper Body Armor: 5 to 11 (7 frames)100160


Blowback

Blowback

King of Dinosaurs
kod_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial15515Splat (+80~+96)3-100160


Shatterstrike

King of Dinosaurs
kod_236cd
236CD
236CD
Shatterstrike

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


AdvanceStrike

King of Dinosaurs
kod_214cd
214CD
214CD
AdvanceStrike

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


hop CD

King of Dinosaurs
kod_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-117Landing + 1KND+19-80120


jump CD

King of Dinosaurs
kod_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-118Landing + 1KND+23-80140


Throws

Dyna Bomb

King of Dinosaurs
kod_cthrow
(close) 4/6C
(close) 4/6C
Dyna Bomb
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+64)--0-


Dyna Buster

King of Dinosaurs
kod_dthrow
(close) 4/6D
(close) 4/6D
Dyna Buster
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (+37)--0-


Specials

Zetsumetsu Hurricane

63214A

King of Dinosaurs
kod_63214a
63214A
63214A
Zetsumetsu Hurricane
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160N/A-1158KND (+48)-Full Body: 1F0-


63214C

King of Dinosaurs
kod_63214c
63214C
63214C
Zetsumetsu Hurricane

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160N/A-18142KND (+48)-Full Body Invul: 1 to 18 (18 frames); Upper Body Armor: 1 to 17 (17 frames)0-


63214AC

King of Dinosaurs
kod_63214ac
63214AC
63214AC
Zetsumetsu Hurricane
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180N/A-11140KND (+48)--0-


Assault Raptor

236B

King of Dinosaurs
kod_236b
236B
236B
Assault Raptor
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
118 (30*4)N/A-24722 (18 on ground)KND (+41)--0-


236D

King of Dinosaurs
kod_236d
236D
236D
Assault Raptor
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
118 (30*4)N/A-29722 (18 on ground)KND (+41)--0-


236BD

King of Dinosaurs
kod_236bd
236BD
236BD
Assault Raptor
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
140 (30*3+50)N/A-28721 (18 on ground)KND (+26)--0-


Ankylo Hammer

236A

King of Dinosaurs
kod_236a
236A
236A
Ankylo Hammer


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
107 (50+60)Midsuper (1)133 (13) 332KND (+28)-16-40, 4060, 80


236C

King of Dinosaurs
kod_236c
236C
236C
Ankylo Hammer



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
147 (40+50+60)Midsuper164 (10) 3 (26) 427KND (+37)-12-30, 30, 4060, 60, 80


236AC

King of Dinosaurs
kod_236ac
236AC
236AC
Ankylo Hammer



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
94 (30+30+40)Mid-124 (16) 3 (18) 924Juggle (+73)-15-050, 60, 120


Ankylo Hammer (Brake)

236A~AB

King of Dinosaurs
kod_236a_ab
236A~AB
236A~AB
Ankylo Hammer (Brake)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Mid-13320-1-3-4060


236C~AB

King of Dinosaurs
kod_236c_ab
236C~AB
236C~AB
Ankylo Hammer (Brake)

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 (40+50)Mid-164 (10) 320Juggle (+44)-9-30, 3060, 60


Giga Compy

214B

King of Dinosaurs
kod_214b
214B
214B
Giga Compy
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (0+10*4+40)Mid-17121KND (+41)-3-00


214D

King of Dinosaurs
kod_214d
214D
214D
Giga Compy
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (0+10*4+40)Mid-17121KND (+41)-3-00


214BD

King of Dinosaurs
kod_214bd
214BD
214BD
Giga Compy

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
140 (0+30*3+50)Mid-12121KND (+41)-3Lower Body: 1 to 11 (11 frames)00


Chicxulub Buster

4214B

King of Dinosaurs
kod_4214b
4214B
4214B
Chicxulub Buster
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120N/A-8450 (20 on ground)KND (+44)--0-


4214D

King of Dinosaurs
kod_4214d
4214D
4214D
Chicxulub Buster
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160N/A-16450 (20 on ground)KND (+44)-Full body against non-projectile air moves: 1 to 18 (18 frames)0-


4214BD

King of Dinosaurs
kod_4214bd
4214BD
4214BD
Chicxulub Buster
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200N/A-12450 (20 on ground)KND (+64)-Full Body: 1 to 14 (14 frames)0-


Supers

Super Zetsumetsu Hurricane

6321463214A/C

King of Dinosaurs
kod_6321463214p
6321463214A/C
6321463214A/C
Super Zetsumetsu Hurricane

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
240N/Aclimax34058KND (+56)-Full Body: 1 to 3 (3 frames)0-


6321463214AC

King of Dinosaurs
kod_6321463214ac
6321463214AC
6321463214AC
Super Zetsumetsu Hurricane

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (170+180)N/Aclimax13258KND (+56)-Full Body: 1 to 3 (3 frames)0-


Dinner of Dinosaur

236236B/D

King of Dinosaurs
kod_236236k
236236B/D
236236B/D
Dinner of Dinosaur

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
190 (30+30+40+40+50)Midadvanced, climax183 (14) 3 (14) 3 (14) 3 (19) 266KND (+50)-49Full Body: 1 to 3 (3 frames)00


236236BD

King of Dinosaurs
kod_236236bd
236236BD
236236BD
Dinner of Dinosaur



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
340 (40*4+80+100)Mid...Highclimax183 (14) 3 (14) 3 (14) 3 (13) 4 (31) 350KND (+12)-34Full Body: 1 to 11 (11 frames)00


Climax Super Special Move

Spiral Arm Excavation

2141236CD

King of Dinosaurs
kod_2141236cd
2141236CD
2141236CD
Spiral Arm Excavation
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
440 (70+95+95+180) Min: 255Mid-11935KND (+68)-25Full Body: 1 to 18 (18 frames)00