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The King of Fighters XV/B.Jenet/Data: Difference between revisions

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EMRaistlin (talk | contribs)
m fixed raw damage between parenthesis
 
(53 intermediate revisions by 7 users not shown)
Line 7: Line 7:
| images      = XV_bjenet_cla_ima.png
| images      = XV_bjenet_cla_ima.png
| hitboxes    = XV_bjenet_cla.png
| hitboxes    = XV_bjenet_cla.png
| damage      =  
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 4
| recovery    =  
| recovery    = 7
| hitadv      = +4
| hitadv      = +4
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 26: Line 26:
| images      = XV_bjenet_clb_ima.png
| images      = XV_bjenet_clb_ima.png
| hitboxes    = XV_bjenet_clb.png
| hitboxes    = XV_bjenet_clb.png
| damage      =  
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 7
| hitadv      = +4
| hitadv      = +4
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 44: Line 44:
| input      = cl.C
| input      = cl.C
| images      = XV_bjenet_clc_ima.png
| images      = XV_bjenet_clc_ima.png
| hitboxes    = XV_bjenet_clc.png
| hitboxes    = XV_bjenet_clc.png, XV_bjenet_clc2.png
| damage      =  
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 63: Line 63:
| input      = cl.D
| input      = cl.D
| images      = XV_bjenet_cld_ima.png
| images      = XV_bjenet_cld_ima.png
| hitboxes    = XV_bjenet_cld.png
| hitboxes    = XV_bjenet_cld.png, XV_bjenet_cld2.png
| damage      =  
| damage      = 80 (40+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 7
| active      =  
| active      = 4
| recovery    =  
| recovery    = 21
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        =  
| stun        = 70 (35+35)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 87: Line 87:
| images      = XV_bjenet_rush1_ima.png
| images      = XV_bjenet_rush1_ima.png
| hitboxes    = XV_bjenet_rush1.png
| hitboxes    = XV_bjenet_rush1.png
| damage      =  
| damage      = 48 (25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = Rush
| startup    = 4,6
| startup    = 6
| active      =  
| active      =  
| recovery    =  
| recovery    =  
Line 96: Line 96:
| blockadv    = -7
| blockadv    = -7
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 109: Line 109:
| images      = XV_bjenet_rush2_ima.png
| images      = XV_bjenet_rush2_ima.png
| hitboxes    = XV_bjenet_rush2.png
| hitboxes    = XV_bjenet_rush2.png
| damage      =  
| damage      = 70 (25+25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = Rush
| startup    = 4,6,6
| startup    = 6
| active      =  
| active      =  
| recovery    =  
| recovery    =  
Line 118: Line 118:
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 180 (60+60+60)
}}
}}
===Far normals===
===Far normals===
Line 128: Line 128:
| images      = XV_bjenet_fa_ima.png
| images      = XV_bjenet_fa_ima.png
| hitboxes    = XV_bjenet_fa.png
| hitboxes    = XV_bjenet_fa.png
| damage      =  
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 6
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 12
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 147: Line 147:
| images      = XV_bjenet_fb_ima.png
| images      = XV_bjenet_fb_ima.png
| hitboxes    = XV_bjenet_fb.png
| hitboxes    = XV_bjenet_fb.png
| damage      =  
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 6
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 9
| hitadv      = -1
| hitadv      = 2
| blockadv    = -3
| blockadv    = 0
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 166: Line 166:
| images      = XV_bjenet_fc_ima.png
| images      = XV_bjenet_fc_ima.png
| hitboxes    = XV_bjenet_fc.png
| hitboxes    = XV_bjenet_fc.png
| damage      =  
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 7
| startup    = 9
| active      =  
| active      = 3
| recovery    =  
| recovery    = 22
| hitadv      = -4
| hitadv      = -4
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 185: Line 185:
| images      = XV_bjenet_fd_ima.png
| images      = XV_bjenet_fd_ima.png
| hitboxes    = XV_bjenet_fd.png
| hitboxes    = XV_bjenet_fd.png
| damage      =  
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 10
| startup    = 10
| active      =  
| active      = 6
| recovery    =  
| recovery    = 13
| hitadv      = 2
| hitadv      = 2
| blockadv    = 0
| blockadv    = 0
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
===Crouch normals===
===Crouch normals===
====crouch A====
====crouch A====
Line 204: Line 205:
| images      = XV_bjenet_2a_ima.png
| images      = XV_bjenet_2a_ima.png
| hitboxes    = XV_bjenet_2a.png
| hitboxes    = XV_bjenet_2a.png
| damage      =  
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 4
| active      =  
| active      = 4
| recovery    =  
| recovery    = 8
| hitadv      = 3
| hitadv      = 3
| blockadv    = 1
| blockadv    = 1
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 223: Line 224:
| images      = XV_bjenet_2b_ima.png
| images      = XV_bjenet_2b_ima.png
| hitboxes    = XV_bjenet_2b.png
| hitboxes    = XV_bjenet_2b.png
| damage      =  
| damage      = 30
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = special
| startup    = 5
| startup    = 5
| active      =  
| active      = 3
| recovery    =  
| recovery    = 10
| hitadv      = 2
| hitadv      = 2
| blockadv    = 0
| blockadv    = 0
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 242: Line 243:
| images      = XV_bjenet_2c_ima.png
| images      = XV_bjenet_2c_ima.png
| hitboxes    = XV_bjenet_2c.png
| hitboxes    = XV_bjenet_2c.png
| damage      =  
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 8
| startup    = 8
| active      =  
| active      = 3
| recovery    =  
| recovery    = 21
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 261: Line 262:
| images      = XV_bjenet_2d_ima.png
| images      = XV_bjenet_2d_ima.png
| hitboxes    = XV_bjenet_2d.png
| hitboxes    = XV_bjenet_2d.png
| damage      =  
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 10
| startup    = 7
| active      =  
| active      = 3
| recovery    =  
| recovery    = 19
| hitadv      = KND +(27)
| hitadv      = SKD (27: Tech / 54: Non-tech)
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
===Blowback===
===Blowback===
Line 280: Line 281:
| images      = XV_bjenet_cd_ima.png
| images      = XV_bjenet_cd_ima.png
| hitboxes    = XV_bjenet_cd.png
| hitboxes    = XV_bjenet_cd.png
| damage      =  
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 14
| startup    = 12
| active      =  
| active      = 4
| recovery    =  
| recovery    = 24
| hitadv      = Splat (+74~+89)
| hitadv      = Wall Splat - HKD (+72~+87)
| blockadv    = -3
| blockadv    = -5
| invul      =  
| invul      =  
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


Line 298: Line 299:
| input      = 236CD
| input      = 236CD
| images      = XV_bjenet_236cd_ima.png
| images      = XV_bjenet_236cd_ima.png
| hitboxes    = XV_bjenet_236cd.png
| hitboxes    = XV_bjenet_236cd.png, XV_bjenet_236cd2.png
| damage      =  
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      = Crumple (+93)
| hitadv      = Crumple - HKD (+93)
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      = Armor: 4 to 14 (11 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_bjenet_214cd_ima.png
| hitboxes    = XV_bjenet_214cd.png, XV_bjenet_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
| guardDamage = 150
}}
}}


Line 320: Line 340:
| input      = h.CD
| input      = h.CD
| images      = XV_bjenet_jcd_ima.png
| images      = XV_bjenet_jcd_ima.png
| hitboxes    = XV_bjenet_hcd.png
| hitboxes    = XV_bjenet_jcd.png
| damage      =  
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 13
| startup    = 13
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}


Line 343: Line 363:
| images      = XV_bjenet_jcd_ima.png
| images      = XV_bjenet_jcd_ima.png
| hitboxes    = XV_bjenet_jcd.png
| hitboxes    = XV_bjenet_jcd.png
| damage      =  
| damage      = 90
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 13
| startup    = 13
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 140
}}
}}
===Throws===
===Throws===
====Bye-Bye Boo====
====Bye-Bye Boo====
Line 362: Line 383:
| images      = XV_bjenet_cthrow_ima.png
| images      = XV_bjenet_cthrow_ima.png
| hitboxes    = XV_bjenet_cthrow.png
| hitboxes    = XV_bjenet_cthrow.png
| damage      =  
| damage      = 100 (50+50)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (52)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 381: Line 402:
| images      = XV_bjenet_dthrow_ima.png
| images      = XV_bjenet_dthrow_ima.png
| hitboxes    = XV_bjenet_dthrow.png
| hitboxes    = XV_bjenet_dthrow.png
| damage      =  
| damage      = 100
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (34)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 400: Line 421:
| images      = XV_bjenet_athrow_ima.png
| images      = XV_bjenet_athrow_ima.png
| hitboxes    = XV_bjenet_athrow.png
| hitboxes    = XV_bjenet_athrow.png
| damage      =  
| damage      = 100 (10*5+50)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (29)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 418: Line 439:
| name        = Rolling Thunder
| name        = Rolling Thunder
| input      = 3D
| input      = 3D
| images      = XV_bjenet_jd_ima.png, XV_bjenet_3d_ima.png
| images      = XV_bjenet_3d_ima.png, XV_bjenet_jd_ima.png
| hitboxes    = XV_bjenet_3d.png
| hitboxes    = XV_bjenet_3d.png, XV_bjenet_3d2.png
| damage      =  
| damage      = 120 (60+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special (1)
| startup    = 9
| startup    = 9
| active      =  
| active      = 3 (1) 1
| recovery    =  
| recovery    = 50 (20 on ground)
| hitadv      =  
| hitadv      = HKD (53)
| blockadv    = -27
| blockadv    = -40
| invul      =  
| invul      =  
| stun        =  
| stun        = 80 (40+40)
| guardDamage =  
| guardDamage = 40
}}
}}
===Jump normals===
===Jump normals===
====hop A====
====hop A====
Line 441: Line 463:
| input      = h.A
| input      = h.A
| images      = XV_bjenet_ja_ima.png
| images      = XV_bjenet_ja_ima.png
| hitboxes    = XV_bjenet_ha.png
| hitboxes    = XV_bjenet_ja.png
| damage      =  
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      = special
| startup    = 5
| startup    = 5
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}


Line 464: Line 486:
| images      = XV_bjenet_ja_ima.png
| images      = XV_bjenet_ja_ima.png
| hitboxes    = XV_bjenet_ja.png
| hitboxes    = XV_bjenet_ja.png
| damage      =  
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      = special
| startup    = 5
| startup    = 5
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 486: Line 508:
| images      = XV_bjenet_jb_ima.png
| images      = XV_bjenet_jb_ima.png
| hitboxes    = XV_bjenet_hb.png
| hitboxes    = XV_bjenet_hb.png
| damage      =  
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      = special
| startup    = 6
| startup    = 6
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}


Line 508: Line 530:
| images      = XV_bjenet_jb_ima.png
| images      = XV_bjenet_jb_ima.png
| hitboxes    = XV_bjenet_jb.png
| hitboxes    = XV_bjenet_jb.png
| damage      =  
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      = special
| startup    = 6
| startup    = 6
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 529: Line 551:
| input      = h.C
| input      = h.C
| images      = XV_bjenet_jc_ima.png
| images      = XV_bjenet_jc_ima.png
| hitboxes    = XV_bjenet_hc.png
| hitboxes    = XV_bjenet_jc.png, XV_bjenet_jc2.png, XV_bjenet_jc3.png, XV_bjenet_jc4.png
| damage      =  
| damage      = 70 (35+35)
| guard      = High
| guard      = High
| cancel      =  
| cancel      = special
| startup    = 7
| startup    = 7
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 70 (35+35)
| guardDamage =  
| guardDamage = 100 (50+50)
}}
}}


Line 551: Line 573:
| input      = j.C
| input      = j.C
| images      = XV_bjenet_jc_ima.png
| images      = XV_bjenet_jc_ima.png
| hitboxes    = XV_bjenet_jc.png
| hitboxes    = XV_bjenet_jc.png, XV_bjenet_jc2.png, XV_bjenet_jc3.png, XV_bjenet_jc4.png
| damage      =  
| damage      = 70 (35+35)
| guard      = High
| guard      = High
| cancel      =  
| cancel      = special
| startup    = 7
| startup    = 7
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 70 (35+35)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 574: Line 596:
| images      = XV_bjenet_jd_ima.png
| images      = XV_bjenet_jd_ima.png
| hitboxes    = XV_bjenet_hd.png
| hitboxes    = XV_bjenet_hd.png
| damage      =  
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 7
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 596: Line 618:
| images      = XV_bjenet_jd_ima.png
| images      = XV_bjenet_jd_ima.png
| hitboxes    = XV_bjenet_jd.png
| hitboxes    = XV_bjenet_jd.png
| damage      =  
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 7
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
==Specials==
==Specials==
===Baffrass===
===Baffrass===
Line 619: Line 642:
| images      = XV_bjenet_236a_ima.png
| images      = XV_bjenet_236a_ima.png
| hitboxes    = XV_bjenet_236a.png
| hitboxes    = XV_bjenet_236a.png
| damage      =  
| damage      = 57 (20*3)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 25
| startup    = 25
| active      =  
| active      = Projectile
| recovery    =  
| recovery    = 30
| hitadv      = +2
| hitadv      = +2 (Close) to 18 (Max Range)
| blockadv    = +2
| blockadv    = +2 (Close) to 18 (Max Range)
| invul      =  
| invul      =  
| stun        =  
| stun        = 60 (20*3)
| guardDamage =  
| guardDamage = 60 (20*3)
}}
}}


Line 640: Line 663:
| input      = 236C
| input      = 236C
| images      = XV_bjenet_236a_ima.png
| images      = XV_bjenet_236a_ima.png
| hitboxes    = XV_bjenet_236c.png
| hitboxes    = XV_bjenet_236c.png, XV_bjenet_236c2.png
| damage      =  
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 17
| startup    = 17
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 35
| hitadv      = -9
| hitadv      = -9 (Close) to 26 (Max Range)
| blockadv    = -11
| blockadv    = -11 (Close) to 24 (Max Range)
| invul      =  
| invul      =  
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage = 40
}}
}}


Line 662: Line 685:
| input      = 236AC
| input      = 236AC
| images      = XV_bjenet_236a_ima.png
| images      = XV_bjenet_236a_ima.png
| hitboxes    = XV_bjenet_236ac.png
| hitboxes    = XV_bjenet_236ac.png, XV_bjenet_236ac2.png
| damage      =  
| damage      = 85 (30*3)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 17
| startup    = 17
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 35
| hitadv      = KND (+38)
| hitadv      = SKD (+38~+59)/OTG (+42)
| blockadv    = -3
| blockadv    = -3 (Close) to 18 (Max Range)
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 60 (20*3)
}}
}}


Line 686: Line 709:
| images      = XV_bjenet_214a_ima.png
| images      = XV_bjenet_214a_ima.png
| hitboxes    = XV_bjenet_214a.png
| hitboxes    = XV_bjenet_214a.png
| damage      =  
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 11
| startup    = 11
| active      =  
| active      = 4
| recovery    =  
| recovery    = 21
| hitadv      = KND (+29)
| hitadv      = SKD (27: Tech* / 54: Non-tech)
| blockadv    = -4
| blockadv    = -6
| invul      =  
| invul      =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}


Line 708: Line 731:
| images      = XV_bjenet_214a_ima.png
| images      = XV_bjenet_214a_ima.png
| hitboxes    = XV_bjenet_214c.png
| hitboxes    = XV_bjenet_214c.png
| damage      =  
| damage      = 100
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 20
| startup    = 20
| active      =  
| active      = 4
| recovery    =  
| recovery    = 17
| hitadv      = KND (+30)
| hitadv      = HKD (+73)
| blockadv    = -5
| blockadv    = -2
| invul      =  
| invul      =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 80
}}
}}


Line 730: Line 753:
| images      = XV_bjenet_214a_ima.png
| images      = XV_bjenet_214a_ima.png
| hitboxes    = XV_bjenet_214ac.png
| hitboxes    = XV_bjenet_214ac.png
| damage      =  
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 4
| recovery    =  
| recovery    = 23
| hitadv      = Crumple (+101)
| hitadv      = Crumple - HKD (+101)
| blockadv    = -10
| blockadv    = -10 (Close) to -7 (Max Range)
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 120
}}
}}


Line 752: Line 775:
| input      = 214B
| input      = 214B
| images      = XV_bjenet_214b_ima.png
| images      = XV_bjenet_214b_ima.png
| hitboxes    = XV_bjenet_214b.png
| hitboxes    = XV_bjenet_214b.png, XV_bjenet_214b2.png
| damage      =  
| damage      = 97 (40+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 22
| startup    = 22
| active      =  
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        =  
| stun        = 80 (40+40)
| guardDamage =  
| guardDamage = 80 (40+40)
}}
}}


Line 774: Line 797:
| input      = 214D
| input      = 214D
| images      = XV_bjenet_214b_ima.png
| images      = XV_bjenet_214b_ima.png
| hitboxes    = XV_bjenet_214d.png
| hitboxes    = XV_bjenet_214d.png, XV_bjenet_214d2.png
| damage      =  
| damage      = 120 (60+60)
| guard      = High
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 31
| startup    = 31
| active      =  
| active      = 7
| recovery    =  
| recovery    = 13
| hitadv      = 2
| hitadv      = HKD (48 - Stand Hit / 49 - Crouch Hit)
| blockadv    = 0
| blockadv    = +2
| invul      =  
| invul      =  
| stun        =  
| stun        = 120 (60+60)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 796: Line 819:
| input      = 214BD
| input      = 214BD
| images      = XV_bjenet_214b_ima.png
| images      = XV_bjenet_214b_ima.png
| hitboxes    = XV_bjenet_214bd.png
| hitboxes    = XV_bjenet_214bd.png, XV_bjenet_214bd2.png
| damage      =  
| damage      = 80
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 18
| startup    = 18
| active      =  
| active      = 3
| recovery    =  
| recovery    = 18
| hitadv      = KND (+33)
| hitadv      = SKD (34: Tech / 61: Non-tech)
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 100
}}
}}


Line 819: Line 842:
| input      = j.2B
| input      = j.2B
| images      = XV_bjenet_j2b_ima.png
| images      = XV_bjenet_j2b_ima.png
| hitboxes    = XV_bjenet_.png
| hitboxes    = XV_bjenet_j2b.png
| damage      =  
| damage      =  
| guard      = Mid
| guard      =
| cancel      =  
| cancel      =  
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 5 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 831: Line 854:
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
====j.2B 2====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2b2
| name        = Harrier Bee
| header      = no
| version    = B2
| orderId    = 2
| input      = j.2B ~ j. 2K
| images      = XV_bjenet_j2d_ima.png
| hitboxes    = XV_bjenet_j2b1.png
| damage      = 20
| guard      = Mid
| cancel      = super
| startup    = 5
| active      = 8
| recovery    = 9 on ground
| hitadv      = 10 (Lowest height) to -9 (Highest height)
| blockadv    = 8 (Lowest height) to -11 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}
====j.2B 3====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2b3
| name        = Harrier Bee
| header      = no
| version    = B3
| orderId    = 3
| input      = j.2B ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2d_ima.png
| hitboxes    = XV_bjenet_j2b2.png
| damage      = 20
| guard      = Mid
| cancel      = super
| startup    = 6
| active      = 4
| recovery    = 9 on ground
| hitadv      = SKD
| blockadv    = 5 (Lowest height) to -11 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}
====j.2B 4====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2b4
| name        = Harrier Bee
| header      = no
| version    = B4
| orderId    = 4
| input      = j.2B ~ j. 2K ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2bd_ima.png
| hitboxes    = XV_bjenet_j2b3.png
| damage      = 20
| guard      = Mid
| cancel      = super
| startup    = 5
| active      = 5
| recovery    = 9 on ground
| hitadv      = SKD
| blockadv    = 5 (Lowest height) to -14 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}
====j.2B 5====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2b5
| name        = Harrier Bee
| header      = no
| version    = B5
| orderId    = 5
| input      = j.2B ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2bd_ima.png
| hitboxes    = XV_bjenet_j2b4.png
| damage      = 80
| guard      = Mid
| cancel      = super
| startup    = 5
| active      = 5
| recovery    = 21 on ground
| hitadv      = SKD
| blockadv    = -31 (Lowest height) to -32 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}
}}


Line 836: Line 947:
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2d
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2d
| name        = Harrier Bee
| name        = Harrier Bee
| header      = no
| header      = yes
| version    = D
| version    = D
| orderId    = 2
| orderId    = 1
| input      = j.2D
| input      = j.2D
| images      = XV_bjenet_j2d_ima.png
| images      = XV_bjenet_j2b_ima.png
| hitboxes    = XV_bjenet_j2d.png
| hitboxes    = XV_bjenet_j2b.png
| damage      =  
| damage      =  
| guard      = Mid
| guard      =
| cancel      =  
| cancel      =
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 5 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 853: Line 964:
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
====j.2D 2====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2d2
| name        = Harrier Bee
| header      = no
| version    = D2
| orderId    = 2
| input      = j.2D ~ j. 2K
| images      = XV_bjenet_j2d_ima.png
| hitboxes    = XV_bjenet_j2b1.png
| damage      = 20
| guard      = Mid
| cancel      = super
| startup    = 5
| active      = 8
| recovery    = 14 on ground
| hitadv      = -2 (Lowest height) to -15 (Highest height)
| blockadv    = -4 (Lowest height) to -17 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}
====j.2D 3====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2d3
| name        = Harrier Bee
| header      = no
| version    = D3
| orderId    = 3
| input      = j.2D ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2d_ima.png
| hitboxes    = XV_bjenet_j2b2.png
| damage      = 20
| guard      = Mid
| cancel      = super
| startup    = 6
| active      = 4
| recovery    = 14 on ground
| hitadv      = SKD
| blockadv    = 2 (Lowest height) to -17 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}
====j.2D 4====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2d4
| name        = Harrier Bee
| header      = no
| version    = D4
| orderId    = 4
| input      = j.2D ~ j. 2K ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2bd_ima.png
| hitboxes    = XV_bjenet_j2d3.png
| damage      = 20
| guard      = Mid
| cancel      = super
| startup    = 5
| active      = 5
| recovery    = 14 on ground
| hitadv      = SKD
| blockadv    = 0 (Lowest height) to -20 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}
====j.2D 5====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2d5
| name        = Harrier Bee
| header      = no
| version    = D5
| orderId    = 5
| input      = j.2D ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2bd_ima.png
| hitboxes    = XV_bjenet_j2b4.png
| damage      = 80
| guard      = Mid
| cancel      = super
| startup    = 5
| active      = 5
| recovery    = 21 on ground
| hitadv      = SKD
| blockadv    = -31 (Lowest height) to -32 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 40
}}
}}


Line 860: Line 1,059:
| header      = no
| header      = no
| version    = BD
| version    = BD
| orderId    = 3
| orderId    = 6
| input      = j.2BD
| input      = j.2BD
| images      = XV_bjenet_j2bd_ima.png
| images      = XV_bjenet_j2b_ima.png
| hitboxes    = XV_bjenet_j2bd.png
| hitboxes    = XV_bjenet_j2b.png
| damage      =  
| damage      =  
| guard      = Mid
| guard      =  
| cancel      =  
| cancel      =  
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 3 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 875: Line 1,074:
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
====j.2BD 2====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2bd2
| name        = Harrier Bee
| header      = no
| version    = BD2
| orderId    = 7
| input      = j.2BD ~ j. 2K
| images      = XV_bjenet_j2d_ima.png
| hitboxes    = XV_bjenet_j2b1.png
| damage      = 20
| guard      = Mid
| cancel      =
| startup    = 5
| active      = 8
| recovery    = 10 on ground
| hitadv      = 2 (Lowest height) to -12 (Highest height)
| blockadv    = 0 (Lowest height) to -14 (Highest height)
| invul      =
| stun        = 0
| guardDamage = 40
}}
====j.2BD 3====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2bd3
| name        = Harrier Bee
| header      = no
| version    = BD3
| orderId    = 8
| input      = j.2BD ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2d_ima.png
| hitboxes    = XV_bjenet_j2b2.png
| damage      = 20
| guard      = Mid
| cancel      =
| startup    = 6
| active      = 4
| recovery    = 10 on ground
| hitadv      = SKD
| blockadv    = 8 (Lowest height) to -11 (Highest height)
| invul      =
| stun        = 0
| guardDamage = 40
}}
====j.2BD 4====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2bd4
| name        = Harrier Bee
| header      = no
| version    = BD4
| orderId    = 9
| input      = j.2BD ~ j. 2K ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2bd_ima.png
| hitboxes    = XV_bjenet_j2d3.png
| damage      = 20
| guard      = Mid
| cancel      =
| startup    = 5
| active      = 5
| recovery    = 10 on ground
| hitadv      = SKD
| blockadv    = 7 (Lowest height) to -12 (Highest height)
| invul      =
| stun        = 0
| guardDamage = 40
}}
====j.2BD 5====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_j2bd5
| name        = Harrier Bee
| header      = no
| version    = BD5
| orderId    = 10
| input      = j.2BD ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
| images      = XV_bjenet_j2bd_ima.png
| hitboxes    = XV_bjenet_j2b4.png
| damage      = 80
| guard      = Mid
| cancel      =
| startup    = 5
| active      = 5
| recovery    = 8 on ground
| hitadv      = SKD
| blockadv    = -17 (Lowest height) to -19 (Highest height)
| invul      =
| stun        = 0
| guardDamage = 80
}}
}}


Line 886: Line 1,173:
| input      = 236B
| input      = 236B
| images      = XV_bjenet_236b_ima.png
| images      = XV_bjenet_236b_ima.png
| hitboxes    = XV_bjenet_236b.png
| hitboxes    = XV_bjenet_236b.png, XV_bjenet_236b2.png, XV_bjenet_236b3.png, XV_bjenet_236b4.png
| damage      =  
| damage      = 112 (30+30+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super (2~3)
| startup    = 12
| startup    = 8
| active      =  
| active      = 8 (11) 2 (3) 3
| recovery    =  
| recovery    = 45 (26 on ground)
| hitadv      =  
| hitadv      = Hard Knockdown (+58)
| blockadv    = -14
| blockadv    = -29
| invul      =  
| invul      = Full body against non-projectile air moves: 1 to 11 (11 Frames)
| stun        =  
| stun        = 120 (40*3)
| guardDamage =  
| guardDamage = 120 (40*3)
}}
}}


Line 908: Line 1,195:
| input      = 236D
| input      = 236D
| images      = XV_bjenet_236d_ima.png
| images      = XV_bjenet_236d_ima.png
| hitboxes    = XV_bjenet_236d.png
| hitboxes    = XV_bjenet_236d.png, XV_bjenet_236d2.png, XV_bjenet_236d3.png
| damage      =  
| damage      = 143 (40+40+10+10+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super (2~5)
| startup    = 25,12?
| startup    = 25
| active      =  
| active      = 2 (11) 2 (3) 1 (1) 1 (1) 1
| recovery    =  
| recovery    = 38 (11 on ground)
| hitadv      =  
| hitadv      = HKD (73)
| blockadv    = -22
| blockadv    = -22
| invul      =  
| invul      =  
| stun        =  
| stun        = 200 (40*5)
| guardDamage =  
| guardDamage = 160 (40*4)
}}
}}


Line 930: Line 1,217:
| input      = 236D~AB
| input      = 236D~AB
| images      = XV_bjenet_236d_ima.png
| images      = XV_bjenet_236d_ima.png
| hitboxes    = XV_bjenet_236d_ab.png
| hitboxes    = XV_bjenet_236d.png, XV_bjenet_236d2.png
| damage      =  
| damage      = 78 (40+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 25,12?
| startup    = 25
| active      =  
| active      = 2 (11) 1
| recovery    =  
| recovery    = 23
| hitadv      = Juggle (+43)
| hitadv      = Juggle - SKD (46: Tech / 73: Non-tech)
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        =  
| stun        = 80 (40*2)
| guardDamage =  
| guardDamage = 80 (40*2)
}}
}}


Line 952: Line 1,239:
| input      = 236BD
| input      = 236BD
| images      = XV_bjenet_236d_ima.png
| images      = XV_bjenet_236d_ima.png
| hitboxes    = XV_bjenet_236bd.png
| hitboxes    = XV_bjenet_236bd.png, XV_bjenet_236bd2.png, XV_bjenet_236bd3.png
| damage      =  
| damage      = 157 (20+40+40+20+20+30)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 8,12?
| startup    = 11
| active      =  
| active      = 8 (11) 2 (3) 1 (1) 1 (1) 1
| recovery    =  
| recovery    = 43 (26 on ground)
| hitadv      =  
| hitadv      = SKD (13: Tech / 40: Non-tech)
| blockadv    = -10
| blockadv    = -25
| invul      =  
| invul      = Full body against Physical Air Strike: 1 to 18 (18 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 120 (20*6)
}}
}}


Line 975: Line 1,262:
| input      = 236236A/C
| input      = 236236A/C
| images      = XV_bjenet_236236a_ima.png
| images      = XV_bjenet_236236a_ima.png
| hitboxes    = XV_bjenet_236236p.png
| hitboxes    = XV_bjenet_236236p.png, XV_bjenet_236236p2.png
| damage      =  
| damage      = 180 (10*6+120)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 8
| startup    = 8
| active      =  
| active      = 1 (3) 1 (4) 1 (4) 1 (3) 1 (5) 1 (4) 1
| recovery    =  
| recovery    = 51
| hitadv      =  
| hitadv      = HKD (50)
| blockadv    = -33
| blockadv    = -33
| invul      =  
| invul      = Full Body: 1 to 7 (7 Frames) / Projectile Invincibility: 8 to 22 (15 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 997: Line 1,284:
| input      = j.236236A/C
| input      = j.236236A/C
| images      = XV_bjenet_236236a_ima.png
| images      = XV_bjenet_236236a_ima.png
| hitboxes    = XV_bjenet_j236236p.png
| hitboxes    = XV_bjenet_j236236p.png, XV_bjenet_j236236p2.png
| damage      =  
| damage      = 180 (10*6+120)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 12
| startup    = 12
| active      =  
| active      = 1 (3) 1 (4) 1 (4) 1 (3) 1 (5) 1 (4) 1
| recovery    =  
| recovery    = 27 on ground
| hitadv      =  
| hitadv      = HKD
| blockadv    = -27
| blockadv    = -32 (Lowest height) to -37 (Highest height)
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames) / Projectile Invincibility: 12 to 26 (15 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,019: Line 1,306:
| input      = 236236AC
| input      = 236236AC
| images      = XV_bjenet_236236a_ima.png
| images      = XV_bjenet_236236a_ima.png
| hitboxes    = XV_bjenet_236236ac.png
| hitboxes    = XV_bjenet_236236ac.png, XV_bjenet_236236ac2.png, XV_bjenet_236236ac3.png
| damage      =  
| damage      = 340 (10*11+230)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 8
| startup    = 8
| active      =  
| active      = 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (4) 1 (3) 1
| recovery    =  
| recovery    = 45
| hitadv      =  
| hitadv      = HKD (56)
| blockadv    = ~-30
| blockadv    = -27
| invul      =  
| invul      = Full Body: 1 to 10 (10 Frames) / Projectile Invincibility: 11 to 22 (12 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,041: Line 1,328:
| input      = j.236236AC
| input      = j.236236AC
| images      = XV_bjenet_236236a_ima.png
| images      = XV_bjenet_236236a_ima.png
| hitboxes    = XV_bjenet_j236236ac.png
| hitboxes    = XV_bjenet_j236236ac.png, XV_bjenet_j236236ac2.png, XV_bjenet_j236236ac3.png
| damage      =  
| damage      = 340 (10*11+230)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 8
| startup    = 8
| active      =  
| active      = 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (4) 1 (3) 1
| recovery    =  
| recovery    = 27 on ground
| hitadv      =  
| hitadv      = HKD
| blockadv    = ~-19
| blockadv    = -19 (Lowest height) to -28 (Highest height)
| invul      =  
| invul      = Full Body: 1 to 10 (10 Frames) / Projectile Invincibility: 11 to 22 (12 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,064: Line 1,351:
| input      = 236236B/D
| input      = 236236B/D
| images      = XV_bjenet_236236b_ima.png
| images      = XV_bjenet_236236b_ima.png
| hitboxes    = XV_bjenet_236236k.png
| hitboxes    = XV_bjenet_236236k.png, XV_bjenet_236236k2.png, XV_bjenet_236236k3.png, XV_bjenet_236236k4.png
| damage      =  
| damage      = 206 ([20+10*8+40]+70)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 5
| startup    = 5
| active      =  
| active      = 7 (1) 1 (1) 1 (6) 1 (1) 1 (1) 1 (9) 1 (1) 1 (1) 1
| recovery    =  
| recovery    = 59 (27 on ground)
| hitadv      =  
| hitadv      = HKD (43)
| blockadv    = -66
| blockadv    = -66
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


====236236BD====
====236236BD====
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_236236bd
{{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_236236bd
| name        =  
| name        = Aurora
| header      = no
| header      = no
| version    = BD
| version    = BD
Line 1,086: Line 1,373:
| input      = 236236BD
| input      = 236236BD
| images      = XV_bjenet_236236b_ima.png
| images      = XV_bjenet_236236b_ima.png
| hitboxes    = XV_bjenet_236236bd.png
| hitboxes    = XV_bjenet_236236bd.png, XV_bjenet_236236bd2.png, XV_bjenet_236236bd3.png, XV_bjenet_236236bd4.png
| damage      =  
| damage      = 361 ([50+15*13+50]+70) Min: 191
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 5
| startup    = 5
| active      =  
| active      = 6 (1) 1 (1) 1 (4) 1 (1) 1 (1) 1 (4) 1 (1) 1 (1) 1 (4) 1 (1) 1 (1) 1 (3) 1 (1) 1
| recovery    =  
| recovery    = 51 (27 on ground)
| hitadv      =  
| hitadv      = HKD (43)
| blockadv    = -61
| blockadv    = -61
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}
===Climax===


====2141236CD====
====2141236CD====
Line 1,105: Line 1,394:
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_bjenet_2141236cd_ima.png
| images      = XV_bjenet_2141236cd_ima.png
| hitboxes    = XV_bjenet_2141236cd.png
| hitboxes    = XV_bjenet_2141236cd.png, XV_bjenet_2141236cd2.png
| damage      =  
| damage      = 440 [450] ([10]+(40*6+200)) Min: 225
| guard      = N/A
| guard      = N/A [Mid]
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1 [15 (Super Cancel)]
| active      =  
| active      = 10 (Counter Window)
| recovery    =  
| recovery    = 35
| hitadv      = 67
| hitadv      = HKD (67)
| blockadv    =  
| blockadv    = [-47]
| invul      =  
| invul      =
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


[[Category:The King of Fighters XV]][[Category:B.Jenet]]
[[Category:The King of Fighters XV]][[Category:B.Jenet]]

Latest revision as of 20:21, 30 October 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close normals

close A

B.Jenet
bjenet_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
25Midcommand447+4+2-3060


close B

B.Jenet
bjenet_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
30Midcommand547+4+2-3060


close C

B.Jenet
bjenet_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
70Midcommand5420-3-5-70120


close D

B.Jenet
bjenet_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
80 (40+40)Midcommand7421-2-4-70 (35+35)120 (60+60)


rush

rush 1

B.Jenet
bjenet_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush6---5-7-30120 (60+60)


rush 2

B.Jenet
bjenet_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush6---6-8-30180 (60+60+60)


Far normals

far A

B.Jenet
bjenet_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
25Midspecial6412-1-3-3060


far B

B.Jenet
bjenet_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
30Midspecial64920-3060


far C

B.Jenet
bjenet_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
70Midspecial9322-4-6-70120


far D

B.Jenet
bjenet_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
80Midsuper1061320-70120


Crouch normals

crouch A

B.Jenet
bjenet_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
25Midcommand44831-3060


crouch B

B.Jenet
bjenet_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
30Lowspecial531020-3060


crouch C

B.Jenet
bjenet_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
70Midcommand8321-3-5-70120


crouch D

B.Jenet
bjenet_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
80Lowcommand7319SKD (27: Tech / 54: Non-tech)-3-70120


Blowback

Blowback

B.Jenet
bjenet_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
75Midcommand12424Wall Splat - HKD (+72~+87)-5-100160


Shatterstrike

B.Jenet
bjenet_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 - HKD (+93)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

B.Jenet
bjenet_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

B.Jenet
bjenet_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
80Midspecial1371 on groundSKD--80120


jump CD

B.Jenet
bjenet_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
90Midspecial1371 on groundSKD--80140


Throws

Bye-Bye Boo

B.Jenet
bjenet_cthrow
(close) 4/6C
(close) 4/6C
Bye-Bye Boo
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (50+50)N/A-110HKD (52)Unblockable-00


Broach

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


Falling Crush

B.Jenet
bjenet_athrow
air close 4/6C
air close 4/6C
Falling Crush
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (10*5+50)N/A-110HKD (29)--00


Command normals

Rolling Thunder

B.Jenet
bjenet_3d
3D
3D
Rolling Thunder


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (60+60)Midspecial (1)93 (1) 150 (20 on ground)HKD (53)-40-80 (40+40)40


Jump normals

hop A

B.Jenet
bjenet_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
40Highspecial571 on ground---3050


jump A

B.Jenet
bjenet_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
45Highspecial591 on ground---3060


hop B

B.Jenet
bjenet_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
40Highspecial651 on ground---3050


jump B

B.Jenet
bjenet_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
45Highspecial671 on ground---3060


hop C

B.Jenet
bjenet_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
70 (35+35)Highspecial761 on ground---70 (35+35)100 (50+50)


jump C

B.Jenet
bjenet_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
70 (35+35)Highspecial761 on ground---70 (35+35)120 (60+60)


hop D

B.Jenet
bjenet_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-771 on ground---70100


jump D

B.Jenet
bjenet_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-771 on ground---70120


Specials

Baffrass

236A

B.Jenet
bjenet_236a
236A
236A
Baffrass
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
57 (20*3)Midsuper25Projectile30+2 (Close) to 18 (Max Range)+2 (Close) to 18 (Max Range)-60 (20*3)60 (20*3)


236C

B.Jenet
bjenet_236c
236C
236C
Baffrass

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
70Midsuper17Full Screen Projectile35-9 (Close) to 26 (Max Range)-11 (Close) to 24 (Max Range)-4040


236AC

B.Jenet
bjenet_236ac
236AC
236AC
Baffrass

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
85 (30*3)Mid-17Full Screen Projectile35SKD (+38~+59)/OTG (+42)-3 (Close) to 18 (Max Range)-060 (20*3)


Crazy Ivan

214A

B.Jenet
bjenet_214a
214A
214A
Crazy Ivan
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
70Midsuper11421SKD (27: Tech* / 54: Non-tech)-6-6060


214C

B.Jenet
bjenet_214c
214C
214C
Crazy Ivan
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
100Midsuper20417HKD (+73)-2-8080


214AC

B.Jenet
bjenet_214ac
214AC
214AC
Crazy Ivan
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-15423Crumple - HKD (+101)-10 (Close) to -7 (Max Range)-0120


Gulf Tomahawk

214B

B.Jenet
bjenet_214b
214B
214B
Gulf Tomahawk

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
97 (40+60)Midsuper22320-1-3-80 (40+40)80 (40+40)


214D

B.Jenet
bjenet_214d
214D
214D
Gulf Tomahawk

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (60+60)Midsuper31713HKD (48 - Stand Hit / 49 - Crouch Hit)+2-120 (60+60)120 (60+60)


214BD

B.Jenet
bjenet_214bd
214BD
214BD
Gulf Tomahawk

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80High-18318SKD (34: Tech / 61: Non-tech)-2-0100


Harrier Bee

j.2B

B.Jenet
bjenet_j2b
j.2B
j.2B
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
-----5 on ground-----


j.2B 2

B.Jenet
bjenet_j2b2
j.2B ~ j. 2K
j.2B ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Midsuper589 on ground10 (Lowest height) to -9 (Highest height)8 (Lowest height) to -11 (Highest height)-4040


j.2B 3

B.Jenet
bjenet_j2b3
j.2B ~ j. 2K ~ j. 2K
j.2B ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Midsuper649 on groundSKD5 (Lowest height) to -11 (Highest height)-4040


j.2B 4

B.Jenet
bjenet_j2b4
j.2B ~ j. 2K ~ j. 2K ~ j. 2K
j.2B ~ j. 2K ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Midsuper559 on groundSKD5 (Lowest height) to -14 (Highest height)-4040


j.2B 5

B.Jenet
bjenet_j2b5
j.2B ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
j.2B ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Midsuper5521 on groundSKD-31 (Lowest height) to -32 (Highest height)-4040


j.2D

B.Jenet
bjenet_j2d
j.2D
j.2D
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
-----5 on ground-----


j.2D 2

B.Jenet
bjenet_j2d2
j.2D ~ j. 2K
j.2D ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Midsuper5814 on ground-2 (Lowest height) to -15 (Highest height)-4 (Lowest height) to -17 (Highest height)-4040


j.2D 3

B.Jenet
bjenet_j2d3
j.2D ~ j. 2K ~ j. 2K
j.2D ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Midsuper6414 on groundSKD2 (Lowest height) to -17 (Highest height)-4040


j.2D 4

B.Jenet
bjenet_j2d4
j.2D ~ j. 2K ~ j. 2K ~ j. 2K
j.2D ~ j. 2K ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Midsuper5514 on groundSKD0 (Lowest height) to -20 (Highest height)-4040


j.2D 5

B.Jenet
bjenet_j2d5
j.2D ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
j.2D ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Midsuper5521 on groundSKD-31 (Lowest height) to -32 (Highest height)-4040


j.2BD

B.Jenet
bjenet_j2bd
j.2BD
j.2BD
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
-----3 on ground-----


j.2BD 2

B.Jenet
bjenet_j2bd2
j.2BD ~ j. 2K
j.2BD ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Mid-5810 on ground2 (Lowest height) to -12 (Highest height)0 (Lowest height) to -14 (Highest height)-040


j.2BD 3

B.Jenet
bjenet_j2bd3
j.2BD ~ j. 2K ~ j. 2K
j.2BD ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Mid-6410 on groundSKD8 (Lowest height) to -11 (Highest height)-040


j.2BD 4

B.Jenet
bjenet_j2bd4
j.2BD ~ j. 2K ~ j. 2K ~ j. 2K
j.2BD ~ j. 2K ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20Mid-5510 on groundSKD7 (Lowest height) to -12 (Highest height)-040


j.2BD 5

B.Jenet
bjenet_j2bd5
j.2BD ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
j.2BD ~ j. 2K ~ j. 2K ~ j. 2K ~ j. 2K
Harrier Bee
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-558 on groundSKD-17 (Lowest height) to -19 (Highest height)-080


The Hind

236B

B.Jenet
bjenet_236b
236B
236B
The Hind



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
112 (30+30+60)Midsuper (2~3)88 (11) 2 (3) 345 (26 on ground)Hard Knockdown (+58)-29Full body against non-projectile air moves: 1 to 11 (11 Frames)120 (40*3)120 (40*3)


236D

B.Jenet
bjenet_236d
236D
236D
The Hind


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
143 (40+40+10+10+60)Midsuper (2~5)252 (11) 2 (3) 1 (1) 1 (1) 138 (11 on ground)HKD (73)-22-200 (40*5)160 (40*4)


236D~AB

B.Jenet
bjenet_236d_ab
236D~AB
236D~AB
The Hind

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
78 (40+40)Mid-252 (11) 123Juggle - SKD (46: Tech / 73: Non-tech)-2-80 (40*2)80 (40*2)


236BD

B.Jenet
bjenet_236bd
236BD
236BD
The Hind


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
157 (20+40+40+20+20+30)Mid-118 (11) 2 (3) 1 (1) 1 (1) 143 (26 on ground)SKD (13: Tech / 40: Non-tech)-25Full body against Physical Air Strike: 1 to 18 (18 Frames)0120 (20*6)


Many Many Torpedoes

236236A/C

B.Jenet
bjenet_236236p
236236A/C
236236A/C
Many Many Torpedoes

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
180 (10*6+120)Midadvanced, climax81 (3) 1 (4) 1 (4) 1 (3) 1 (5) 1 (4) 151HKD (50)-33Full Body: 1 to 7 (7 Frames) / Projectile Invincibility: 8 to 22 (15 Frames)00


j.236236A/C

B.Jenet
bjenet_j236236p
j.236236A/C
j.236236A/C
Many Many Torpedoes

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
180 (10*6+120)Midadvanced, climax121 (3) 1 (4) 1 (4) 1 (3) 1 (5) 1 (4) 127 on groundHKD-32 (Lowest height) to -37 (Highest height)Full Body: 1 to 11 (11 Frames) / Projectile Invincibility: 12 to 26 (15 Frames)00


236236AC

B.Jenet
bjenet_236236ac
236236AC
236236AC
Many Many Torpedoes


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 (10*11+230)Midclimax81 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (4) 1 (3) 145HKD (56)-27Full Body: 1 to 10 (10 Frames) / Projectile Invincibility: 11 to 22 (12 Frames)00


j.236236AC

B.Jenet
bjenet_j236236ac
j.236236AC
j.236236AC
Many Many Torpedoes


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 (10*11+230)Midclimax81 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (3) 1 (1) 1 (4) 1 (3) 127 on groundHKD-19 (Lowest height) to -28 (Highest height)Full Body: 1 to 10 (10 Frames) / Projectile Invincibility: 11 to 22 (12 Frames)00


Aurora

236236B/D

B.Jenet
bjenet_236236k
236236B/D
236236B/D
Aurora



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
206 ([20+10*8+40]+70)Midadvanced, climax57 (1) 1 (1) 1 (6) 1 (1) 1 (1) 1 (9) 1 (1) 1 (1) 159 (27 on ground)HKD (43)-66Full Body: 1 to 11 (11 Frames)00


236236BD

B.Jenet
bjenet_236236bd
236236BD
236236BD
Aurora



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
361 ([50+15*13+50]+70) Min: 191Midclimax56 (1) 1 (1) 1 (4) 1 (1) 1 (1) 1 (4) 1 (1) 1 (1) 1 (4) 1 (1) 1 (1) 1 (3) 1 (1) 151 (27 on ground)HKD (43)-61Full Body: 1 to 11 (11 Frames)00


Climax

2141236CD

B.Jenet
bjenet_2141236cd
2141236CD
2141236CD
Ennui Mademoiselle

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 [450] ([10]+(40*6+200)) Min: 225N/A [Mid]-1 [15 (Super Cancel)]10 (Counter Window)35HKD (67)[-47]-00