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

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Line 9: Line 9:
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 8
| hitadv      = +2
| hitadv      = +4
| blockadv    = 0
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage = -
| guardDamage = 60
}}
}}


Line 28: Line 28:
| damage      = 30
| damage      = 30
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 3
| recovery    =  
| recovery    = 10
| hitadv      = 0
| hitadv      = +2
| blockadv    = -2
| blockadv    = 0
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage = -
| guardDamage = 60
}}
}}


Line 47: Line 47:
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 6
| startup    = 4
| active      =  
| active      = 4
| recovery    =  
| recovery    = 19
| hitadv      = -6
| hitadv      = -6
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage = -
| guardDamage = 120
}}
}}


Line 63: Line 63:
| input      = cl.D
| input      = cl.D
| images      = XV_whip_cld_ima.png
| images      = XV_whip_cld_ima.png
| hitboxes    = XV_whip_cld.png
| hitboxes    = XV_whip_cld.png, XV_whip_cld2.png
| damage      = 40,40
| damage      = 80 (40+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 9
| startup    = 7
| active      =  
| active      = 3 (8) 6
| recovery    =  
| recovery    = 18
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 40,40
| stun        = 80 (40+40)
| guardDamage = -
| guardDamage = 120 (60+60)
}}
}}


Line 86: Line 86:
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 3
| recovery    =  
| recovery    = 11
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 105: Line 105:
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 6
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 8
| hitadv      = +3
| hitadv      = +3
| blockadv    = +1
| blockadv    = +1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 121: Line 121:
| input      = f.C
| input      = f.C
| images      = XV_whip_fc_ima.png
| images      = XV_whip_fc_ima.png
| hitboxes    = XV_whip_fc.png
| hitboxes    = XV_whip_fc.png, XV_whip_fc2.png
| damage      = 30,40
| damage      = 70 (30+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 15
| startup    = 15
| active      =  
| active      = 8 (7) 5
| recovery    =  
| recovery    = 16
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 30,40
| stun        = 70 (30+40)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 143: Line 143:
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 10
| startup    = 8
| active      =  
| active      = 5
| recovery    =  
| recovery    = 18
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 163: Line 163:
| damage      = 25
| damage      = 25
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = special
| startup    = 13
| startup    = 10
| active      =  
| active      = 5
| recovery    =  
| recovery    = 14
| hitadv      = -4
| hitadv      = -4
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 180: Line 180:
| images      = XV_whip_2b_ima.png
| images      = XV_whip_2b_ima.png
| hitboxes    = XV_whip_2b.png
| hitboxes    = XV_whip_2b.png
| damage      = 30
| damage      = 15
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 7
| startup    = 7
| active      =  
| active      = 4
| recovery    =  
| recovery    = 12
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 30
| stun        = 15
| guardDamage =  
| guardDamage = 30
}}
}}


Line 201: Line 201:
| damage      = 70
| damage      = 70
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      = command
| startup    = 12
| startup    = 12
| active      =  
| active      = 2
| recovery    =  
| recovery    = 26
| hitadv      = KND (+19)
| hitadv      = SKD (+21)
| blockadv    = -11
| blockadv    = -9
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 220: Line 220:
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = command
| startup    = 12
| startup    = 12
| active      =  
| active      = 4
| recovery    =  
| recovery    = 23
| hitadv      = -6
| hitadv      = -6
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 243: Line 243:
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      = special
| startup    = 8
| startup    = 8
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}


Line 265: Line 265:
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      = special
| startup    = 8
| startup    = 8
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 289: Line 289:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 8
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}


Line 311: Line 311:
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 10
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 328: Line 328:
| input      = h.C
| input      = h.C
| images      = XV_whip_jc_ima.png
| images      = XV_whip_jc_ima.png
| hitboxes    = XV_whip_hc.png
| hitboxes    = XV_whip_hc.png, XV_whip_hc2.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 14
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 350: Line 350:
| input      = j.C
| input      = j.C
| images      = XV_whip_jc_ima.png
| images      = XV_whip_jc_ima.png
| hitboxes    = XV_whip_jc.png
| hitboxes    = XV_whip_jc.png, XV_whip_jc2.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 14
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 367: Line 367:
{{MoveData-KOFXV | character = Whip | moveId = whip_j8c
{{MoveData-KOFXV | character = Whip | moveId = whip_j8c
| name        = neutral jump C
| name        = neutral jump C
| header      = no
| header      = yes
| version    = jump
| version    = jump
| orderId    = 2
| orderId    = 1
| input      = j.8C
| input      = j.8C
| images      = XV_whip_njc_ima.png
| images      = XV_whip_njc_ima.png
Line 377: Line 377:
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 394: Line 394:
| input      = h.D
| input      = h.D
| images      = XV_whip_jd_ima.png
| images      = XV_whip_jd_ima.png
| hitboxes    = XV_whip_hd.png
| hitboxes    = XV_whip_hd.png, XV_whip_hd2.png
| damage      = 40,40
| damage      = 80 (40+40)
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 10
| startup    = 10
| active      =  
| active      = 2 (3) 4
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 40,40
| stun        = 80 (40+40)
| guardDamage =  
| guardDamage = 100 (50+50)
}}
}}


Line 416: Line 416:
| input      = j.D
| input      = j.D
| images      = XV_whip_jd_ima.png
| images      = XV_whip_jd_ima.png
| hitboxes    = XV_whip_jd.png
| hitboxes    = XV_whip_jd.png, XV_whip_jd2.png
| damage      = 40,40
| damage      = 80 (40+40)
| guard      = High
| guard      = High(1), Mid(2)
| cancel      =  
| cancel      =  
| startup    = 10
| startup    = 10
| active      =  
| active      = 2 (3) 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 40,40
| stun        = 80 (40+40)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 433: Line 433:
{{MoveData-KOFXV | character = Whip | moveId = whip_j8d
{{MoveData-KOFXV | character = Whip | moveId = whip_j8d
| name        = neutral jump D
| name        = neutral jump D
| header      = no
| header      = yes
| version    = jump
| version    = jump
| orderId    = 2
| orderId    = 1
| input      = j.8D
| input      = j.8D
| images      = XV_whip_njd_ima.png
| images      = XV_whip_njd_ima.png
Line 442: Line 442:
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 6
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 462: Line 462:
| images      = XV_whip_rush1_ima.png
| images      = XV_whip_rush1_ima.png
| hitboxes    = XV_whip_rush1.png
| hitboxes    = XV_whip_rush1.png
| damage      = 23
| damage      = 48 (25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = rush
| startup    = 4,9
| startup    = 9
| active      =  
| active      =  
| recovery    =  
| recovery    =  
Line 471: Line 471:
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 0
| stun        = 30
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 484: Line 484:
| images      = XV_whip_rush2_ima.png
| images      = XV_whip_rush2_ima.png
| hitboxes    = XV_whip_rush2.png
| hitboxes    = XV_whip_rush2.png
| damage      = 22
| damage      = 70 (25+25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = rush
| startup    = 4,9,14
| startup    = 14
| active      =  
| active      =  
| recovery    =  
| recovery    =  
Line 493: Line 493:
| blockadv    = -9
| blockadv    = -9
| invul      =  
| invul      =  
| stun        = 0
| stun        = 30
| guardDamage =  
| guardDamage = 180 (60+60+60)
}}
}}


Line 507: Line 507:
| input      = 6A
| input      = 6A
| images      = XV_whip_6a_ima.png
| images      = XV_whip_6a_ima.png
| hitboxes    = XV_whip_6a.png
| hitboxes    = XV_whip_6a.png, XV_whip_6a2.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 35
| hitadv      = -20
| hitadv      = -20
| blockadv    = -22
| blockadv    = -22
| invul      =  
| invul      =  
| stun        = 20
| stun        = 20
| guardDamage =  
| guardDamage = 30
}}
}}


Line 529: Line 529:
| input      = 6AA
| input      = 6AA
| images      = XV_whip_6aa_ima.png
| images      = XV_whip_6aa_ima.png
| hitboxes    = XV_whip_6aa.png
| hitboxes    = XV_whip_6aa.png, XV_whip_6aa2.png
| damage      = 20
| damage      = 20
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 9
| startup    = 9
| active      =  
| active      = 6
| recovery    =  
| recovery    = 33
| hitadv      = -18
| hitadv      = -18
| blockadv    = -20
| blockadv    = -20
| invul      =  
| invul      =  
| stun        = 20
| stun        = 20
| guardDamage =  
| guardDamage = 20
}}
}}


Line 551: Line 551:
| input      = 6AAA
| input      = 6AAA
| images      = XV_whip_6aa_ima.png
| images      = XV_whip_6aa_ima.png
| hitboxes    = XV_whip_6aaa.png
| hitboxes    = XV_whip_6a.png, XV_whip_6a2.png
| damage      = 20
| damage      = 20
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 7
| startup    = 7
| active      =  
| active      = 6
| recovery    =  
| recovery    = 35
| hitadv      = -20
| hitadv      = -20
| blockadv    = -22
| blockadv    = -22
| invul      =  
| invul      =  
| stun        = 20
| stun        = 20
| guardDamage =  
| guardDamage = 20
}}
}}


Line 573: Line 573:
| input      = 6AAAA
| input      = 6AAAA
| images      = XV_whip_6aa_ima.png
| images      = XV_whip_6aa_ima.png
| hitboxes    = XV_whip_6aaaa.png
| hitboxes    = XV_whip_6aa.png, XV_whip_6aa2.png
| damage      = 20
| damage      = 20
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 9
| startup    = 9
| active      =  
| active      = 6
| recovery    =  
| recovery    = 33
| hitadv      = -18
| hitadv      = -18
| blockadv    = -20
| blockadv    = -20
| invul      =  
| invul      =  
| stun        = 20
| stun        = 20
| guardDamage =  
| guardDamage = 20
}}
}}


Line 595: Line 595:
| input      = 6AAAAA
| input      = 6AAAAA
| images      = XV_whip_6aa_ima.png
| images      = XV_whip_6aa_ima.png
| hitboxes    = XV_whip_6aaaaa.png
| hitboxes    = XV_whip_6a.png, XV_whip_6a2.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 7
| startup    = 7
| active      =  
| active      = 6
| recovery    =  
| recovery    = 35
| hitadv      = KND (+13)
| hitadv      = KND (+13)
| blockadv    = -22
| blockadv    = -22
| invul      =  
| invul      =  
| stun        = 20
| stun        = 20
| guardDamage =  
| guardDamage = 30
}}
}}


Line 614: Line 614:
| input      = 3A
| input      = 3A
| images      = XV_whip_3a_ima.png
| images      = XV_whip_3a_ima.png
| hitboxes    = XV_whip_3a.png
| hitboxes    = XV_whip_3a.png, XV_whip_3a2.png, XV_whip_3a3.png
| damage      = 50
| damage      = 50
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 11
| startup    = 11
| active      =  
| active      = 12
| recovery    =  
| recovery    = 15
| hitadv      = -6~+4
| hitadv      = -4 (Close) to 6 (Max Range)
| blockadv    = -8~+2  
| blockadv    = -8 (Close) to 2 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 80
}}
}}


Line 637: Line 637:
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = special
| startup    = 17
| startup    = 14
| active      =  
| active      = 5
| recovery    =  
| recovery    = 22
| hitadv      = Splat (+73~+89)
| hitadv      = Splat (+73~+89)
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 100
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


Line 653: Line 653:
| input      = 236CD
| input      = 236CD
| images      = XV_whip_236cd_ima.png
| images      = XV_whip_236cd_ima.png
| hitboxes    = XV_whip_236cd.png
| hitboxes    = XV_whip_236cd.png, XV_whip_236cd2.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      = Crumple (+93)
| hitadv      = Crumple (+93)
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = Whip | moveId = whip_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_whip_214cd_ima.png
| hitboxes    = XV_whip_214cd.png, XV_whip_214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 150
}}
}}


Line 675: Line 694:
| input      = h.CD
| input      = h.CD
| images      = XV_whip_jcd_ima.png
| images      = XV_whip_jcd_ima.png
| hitboxes    = XV_whip_hcd.png
| hitboxes    = XV_whip_jcd.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 17
| startup    = 17
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}


Line 702: Line 721:
| cancel      =  
| cancel      =  
| startup    = 17
| startup    = 17
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 140
}}
}}


Line 722: Line 741:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (33)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        =  
| stun        =  
Line 741: Line 760:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (39)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        =  
| stun        =  
Line 752: Line 771:
==Specials==
==Specials==
===Boomerang Shot “Code: SC”===
===Boomerang Shot “Code: SC”===
====41236AC====
====41236A====
{{MoveData-KOFXV | character = Whip | moveId = whip_41236a
{{MoveData-KOFXV | character = Whip | moveId = whip_41236a
| name        = Boomerang Shot “Code: SC”
| name        = Boomerang Shot “Code: SC”
Line 758: Line 777:
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 41236AC
| input      = 41236A
| images      = XV_whip_41236a_ima.png
| images      = XV_whip_41236a_ima.png
| hitboxes    = XV_whip_41236a.png
| hitboxes    = XV_whip_41236a.png, XV_whip_41236a2.png
| damage      = 40,57
| damage      = 97 (40+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super(1)
| startup    = 8
| startup    = 8
| active      =  
| active      = 3 (17) 3
| recovery    =  
| recovery    = 29
| hitadv      = KND (+1)
| hitadv      = HKD (33)
| blockadv    = -78
| blockadv    = -34
| invul      =  
| invul      = Full body against non-projectile air moves: 1 to 10 (10 Frames)
| stun        = 60,0
| stun        = 60 (60+0)
| guardDamage =  
| guardDamage = 80
}}
}}


Line 782: Line 801:
| input      = 41236C
| input      = 41236C
| images      = XV_whip_41236a_ima.png
| images      = XV_whip_41236a_ima.png
| hitboxes    = XV_whip_41236c.png
| hitboxes    = XV_whip_41236c.png, XV_whip_41236c2.png
| damage      = 60,57
| damage      = 117 (60+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super(1)
| startup    = 11
| startup    = 11
| active      =  
| active      = 3 (17) 5
| recovery    =  
| recovery    = 35
| hitadv      = KND (+1)
| hitadv      = HKD (33)
| blockadv    = -78
| blockadv    = -41
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 60,0
| stun        = 60 (60+0)
| guardDamage =  
| guardDamage = 80
}}
}}


Line 804: Line 823:
| input      = 41236AC
| input      = 41236AC
| images      = XV_whip_41236a_ima.png
| images      = XV_whip_41236a_ima.png
| hitboxes    = XV_whip_41236ac.png
| hitboxes    = XV_whip_41236ac.png, XV_whip_41236ac2.png
| damage      = 60,38,54
| damage      = 152 (60+40+60)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 3 (16) 5
| recovery    =  
| recovery    = 41
| hitadv      = KND (+11)
| hitadv      = HKD (+33)
| blockadv    = -87
| blockadv    = -46
| invul      =  
| invul      = Full Body: 1 to 8 (8 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 100
}}
}}


Line 827: Line 846:
| input      = 63214A
| input      = 63214A
| images      = XV_whip_63214a_ima.png
| images      = XV_whip_63214a_ima.png
| hitboxes    = XV_whip_63214a.png
| hitboxes    = XV_whip_63214a.png, XV_whip_63214a2.png
| damage      = 40,19,72
| damage      = 131 (40+20+80)
| guard      = Mid, High
| guard      = Mid(1), High(2)
| cancel      =  
| cancel      = super(1)
| startup    = 3
| startup    = 26
| active      =  
| active      = 3 (9) 2
| recovery    =  
| recovery    = 28
| hitadv      = KND (+36)
| hitadv      = HKD (+36)
| blockadv    = -11
| blockadv    = -11
| invul      =  
| invul      =  
| stun        = 40,0,0
| stun        = 40 (40+0+0)
| guardDamage =  
| guardDamage = 100 (60+40)
}}
}}


Line 849: Line 868:
| input      = 63214AC
| input      = 63214AC
| images      = XV_whip_63214ac_ima.png
| images      = XV_whip_63214ac_ima.png
| hitboxes    = XV_whip_63214ac.png
| hitboxes    = XV_whip_63214ac.png, XV_whip_63214ac2.png
| damage      = 60,9,9,36
| damage      = 114 (60+10+10+40) [115 (60+20+40)]
| guard      = Mid, Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      =  
| active      = 3 (9) 2
| recovery    =  
| recovery    = 43
| hitadv      =  
| hitadv      = SKD (41)
| blockadv    = -26
| blockadv    = -26
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 80 (40+40)
}}
}}


Line 871: Line 890:
| input      = 63214[A]~D
| input      = 63214[A]~D
| images      = XV_whip_63214a_d_ima.png
| images      = XV_whip_63214a_d_ima.png
| hitboxes    = XV_whip_63214a_d.png
| hitboxes    = XV_whip_63214d.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 877: Line 896:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 27 (Earliest cancel)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 897: Line 916:
| damage      = 40
| damage      = 40
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 25
| startup    = 39
| active      =  
| active      = 3
| recovery    =  
| recovery    = 22
| hitadv      = KND (+12)
| hitadv      = +12
| blockadv    = +2
| blockadv    = +4
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
| guardDamage =  
| guardDamage = 60
}}
}}


Line 916: Line 935:
| input      = 63214B~D
| input      = 63214B~D
| images      = XV_whip_63214b_ima.png
| images      = XV_whip_63214b_ima.png
| hitboxes    = XV_whip_63214b_d.png
| hitboxes    = XV_whip_63214d.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 922: Line 941:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 27 (Earliest cancel)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 939: Line 958:
| input      = 63214C
| input      = 63214C
| images      = XV_whip_63214c_ima.png
| images      = XV_whip_63214c_ima.png
| hitboxes    = XV_whip_63214c.png
| hitboxes    = XV_whip_63214c.png, XV_whip_63214c2.png
| damage      = 40,9,9,9,9,9,9,9,27
| damage      = 157 (40+10*7+60)
| guard      = Mid, Low
| guard      = Mid(1), Low(2)
| cancel      =  
| cancel      = super(1)
| startup    = 23
| startup    = 23
| active      =  
| active      = 4 (13) 2
| recovery    =  
| recovery    = 32
| hitadv      = KND (+29)
| hitadv      = HKD (+29)
| blockadv    = -15
| blockadv    = -15
| invul      =  
| invul      =  
| stun        = 40
| stun        = 0
| guardDamage =  
| guardDamage = 60
}}
}}


Line 961: Line 980:
| input      = 63214C~D
| input      = 63214C~D
| images      = XV_whip_63214c_d_ima.png
| images      = XV_whip_63214c_d_ima.png
| hitboxes    = XV_whip_63214c_d.png
| hitboxes    = XV_whip_63214d.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 967: Line 986:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 27 (Earliest cancel)
| hitadv      =
| blockadv    =
| invul      =
| stun        =
| guardDamage =
}}
 
===Strength Shot Type D “Code: Candy”===
====63214C~D====
{{MoveData-KOFXV | character = Whip | moveId = whip_63214d
| name        = Strength Shot Type D “Code: Candy”
| header      = yes
| version    = A/B/C~D
| orderId    = 1
| input      = 63214A/B/C~D
| images      = XV_whip_63214d_ima.png
| hitboxes    = XV_whip_63214d.png
| damage      =
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    = 27 (Earliest cancel)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 984: Line 1,026:
| input      = j.214A
| input      = j.214A
| images      = XV_whip_j214a_ima.png
| images      = XV_whip_j214a_ima.png
| hitboxes    = XV_whip_j214a.png
| hitboxes    = XV_whip_j214a.png, XV_whip_j214a2.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 990: Line 1,032:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 13 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 1,006: Line 1,048:
| input      = j.214C
| input      = j.214C
| images      = XV_whip_j214a_ima.png
| images      = XV_whip_j214a_ima.png
| hitboxes    = XV_whip_j214c.png
| hitboxes    = XV_whip_j214a.png, XV_whip_j214a2.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 1,012: Line 1,054:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 13 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 1,028: Line 1,070:
| input      = j.214AC
| input      = j.214AC
| images      = XV_whip_j214a_ima.png
| images      = XV_whip_j214a_ima.png
| hitboxes    = XV_whip_j214ac.png
| hitboxes    = XV_whip_j214ac.png, XV_whip_j214ac2.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 1,034: Line 1,076:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 10 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Strike: 1 to 10 (10 Frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,051: Line 1,093:
| input      = 4214B
| input      = 4214B
| images      = XV_whip_4214d_ima.png
| images      = XV_whip_4214d_ima.png
| hitboxes    = XV_whip_4214b.png
| hitboxes    = XV_whip_4214b.png, XV_whip_4214b2.png, XV_whip_4214b3.png
| damage      = 70
| damage      = 90 [60]
| guard      = High
| guard      = High [Mid]
| cancel      =  
| cancel      = super
| startup    = 24
| startup    = 24
| active      =  
| active      = 7
| recovery    =  
| recovery    = 18
| hitadv      = KND (+39)
| hitadv      = HKD (+39)
| blockadv    = -12
| blockadv    = -12
| invul      =  
| invul      = Projectile reflect: Frame 8-23 (16 frames)
| stun        = 60
| stun        = 60 [80]
| guardDamage =  
| guardDamage = 80 [100]
}}
}}


Line 1,073: Line 1,115:
| input      = 4214D
| input      = 4214D
| images      = XV_whip_4214d_ima.png
| images      = XV_whip_4214d_ima.png
| hitboxes    = XV_whip_4214d.png
| hitboxes    = XV_whip_4214b.png, XV_whip_4214b2.png, XV_whip_4214b3.png
| damage      = 70
| damage      = 90 [60]
| guard      = High
| guard      = High [Mid]
| cancel      =  
| cancel      = super
| startup    = 24
| startup    = 24
| active      =  
| active      = 7
| recovery    =  
| recovery    = 18
| hitadv      = KND (+39)
| hitadv      = HKD (+39)
| blockadv    = -12
| blockadv    = -12
| invul      =  
| invul      = Projectile reflect: Frame 8-23 (16 frames)
| stun        = 60
| stun        = 60 [80]
| guardDamage =  
| guardDamage = 80 [100]
}}
}}


Line 1,095: Line 1,137:
| input      = 4214BD
| input      = 4214BD
| images      = XV_whip_4214d_ima.png
| images      = XV_whip_4214d_ima.png
| hitboxes    = XV_whip_4214bd.png
| hitboxes    = XV_whip_4214bd.png, XV_whip_4214bd2.png, XV_whip_4214bd3.png
| damage      = 80
| damage      = 120 [90 (30*3)]
| guard      = High
| guard      = High [Mid]
| cancel      =  
| cancel      =  
| startup    = 22
| startup    = 22
| active      =  
| active      = 6
| recovery    =  
| recovery    = 21
| hitadv      = KND (+37)
| hitadv      = HKD (+37)
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      = Projectile reflect: Frame 4-20 (17 frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 100 [120 (40*3)]
}}
}}


Line 1,119: Line 1,161:
| input      = 236236A/C
| input      = 236236A/C
| images      = XV_whip_236236p_ima.png
| images      = XV_whip_236236p_ima.png
| hitboxes    = XV_whip_236236p.png
| hitboxes    = XV_whip_236236p.png, XV_whip_236236p2.png, XV_whip_236236p3.png
| damage      = 180
| damage      = 180 (75+5*13+20+20)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 7
| startup    = 7
| active      =  
| active      = 12 (9) 2 (12) 2 (11) 2 (12) 2
| recovery    =  
| recovery    = 54
| hitadv      = KND (+53)
| hitadv      = HKD (+53)
| blockadv    = -39
| blockadv    = -39
| invul      =  
| invul      = Full Body: 1 to 18 (18 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
Line 1,141: Line 1,183:
| input      = 236236AC
| input      = 236236AC
| images      = XV_whip_236236p_ima.png
| images      = XV_whip_236236p_ima.png
| hitboxes    = XV_whip_236236ac.png
| hitboxes    = XV_whip_236236ac.png, XV_whip_236236ac2.png, XV_whip_236236ac3.png
| damage      = 330
| damage      = 330 (80+10*22+30)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 5
| startup    = 5
| active      =  
| active      = 10 (9) 2 (12) 2 (11) 2 (12) 2
| recovery    =  
| recovery    = 54
| hitadv      = KND (+62)
| hitadv      = HKD (+62)
| blockadv    = -39
| blockadv    = -39
| invul      =  
| invul      = Full Body: 1 to 14 (14 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
Line 1,164: Line 1,206:
| input      = 236236B/D
| input      = 236236B/D
| images      = XV_whip_236236k_ima.png
| images      = XV_whip_236236k_ima.png
| hitboxes    = XV_whip_236236k.png
| hitboxes    = XV_whip_236236k.png, XV_whip_236236k2.png, XV_whip_236236k3.png
| damage      = 185
| damage      = 185
| guard      = N/A
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 18
| startup    = 18
| active      =  
| active      = 20
| recovery    =  
| recovery    = 34
| hitadv      =  
| hitadv      = HKD
| blockadv    = -39
| blockadv    = -39
| invul      =  
| invul      = Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 16 (11 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
Line 1,186: Line 1,228:
| input      = 236236BD
| input      = 236236BD
| images      = XV_whip_236236k_ima.png
| images      = XV_whip_236236k_ima.png
| hitboxes    = XV_whip_236236bd.png
| hitboxes    = XV_whip_236236bd.png, XV_whip_236236bd2.png, XV_whip_236236bd3.png, XV_whip_236236bd4.png
| damage      = 350
| damage      = 350 (160+200)
| guard      = N/A
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 12
| startup    = 12
| active      =  
| active      = 20 (30) 14
| recovery    =  
| recovery    = 23
| hitadv      =  
| hitadv      = HKD
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      = Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 11 (6 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
===Climax super===
===Climax super===
====2141236CD====
====2141236CD====
Line 1,206: Line 1,249:
| images      = XV_whip_2141236cd_ima.png
| images      = XV_whip_2141236cd_ima.png
| hitboxes    = XV_whip_2141236cd.png
| hitboxes    = XV_whip_2141236cd.png
| damage      = 446
| damage      = 446 (80+114+90+162) Min:240
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 6
| recovery    =  
| recovery    = 65
| hitadv      = KND (+33)
| hitadv      = HKD (+33)
| blockadv    = -52
| blockadv    = -52
| invul      =  
| invul      = Full Body: 1 to 16 (16 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  

Latest revision as of 01:36, 30 June 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

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


close B

Whip
whip_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand5310+20-3060


close C

Whip
whip_clc
cl.C
cl.C
close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand4419-6-8-70120


close D

Whip
whip_cld
cl.D
cl.D
close D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Midcommand73 (8) 618-3-5-80 (40+40)120 (60+60)


Far Standing Normals

far A

Whip
whip_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
25Midcommand5311+1-1-3060


far B

Whip
whip_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
30Midspecial548+3+1-3060


far C

Whip
whip_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
70 (30+40)Midspecial158 (7) 5160-2-70 (30+40)120 (60+60)


far D

Whip
whip_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
80Midsuper8518-2-4-70120


Crouch Normals

crouch A

Whip
whip_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
25Lowspecial10514-4-6-3060


crouch B

Whip
whip_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
15Lowcommand7412-1-3-1530


crouch C

Whip
whip_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
70Lowcommand12226SKD (+21)-9-70120


crouch D

Whip
whip_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
80Midcommand12423-6-8-70120


jump normals

hop A

Whip
whip_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
40Highspecial871 on ground---3050


jump A

Whip
whip_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
45Highspecial891 on ground---3060


hop B

Whip
whip_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-681 on ground---3050


jump B

Whip
whip_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-6101 on ground---3060


hop C

Whip
whip_hc
h.C
h.C
hop C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1471 on ground---70100


jump C

Whip
whip_jc
j.C
j.C
jump C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1471 on ground---70120


neutral jump C

Whip
whip_j8c
j.8C
j.8C
neutral jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1351 on ground---70120


hop D

Whip
whip_hd
h.D
h.D
hop D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)High-102 (3) 41 on ground---80 (40+40)100 (50+50)


jump D

Whip
whip_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
80 (40+40)High(1), Mid(2)-102 (3) 61 on ground---80 (40+40)120 (60+60)


neutral jump D

Whip
whip_j8d
j.8D
j.8D
neutral jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-691 on ground---70120


rush moves

rush 1

Whip
whip_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Midrush9---2-4-30120 (60+60)


rush 2

Whip
whip_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)Midrush14---7-9-30180 (60+60+60)


Command normals

Whip Shot

Whip Shot 1
Whip
whip_6a
6A
6A
Whip Shot 1

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial15635-20-22-2030


Whip Shot 2
Whip
whip_6aa
6AA
6AA
Whip Shot 2

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20Midsuper9633-18-20-2020


Whip Shot 3
Whip
whip_6aaa
6AAA
6AAA
Whip Shot 3

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20Midsuper7635-20-22-2020


Whip Shot 4
Whip
whip_6aaaa
6AAAA
6AAAA
Whip Shot 4

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20Midsuper9633-18-20-2020


Whip Shot 5
Whip
whip_6aaaaa
6AAAAA
6AAAAA
Whip Shot 5

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midspecial7635KND (+13)-22-2030


Talon Shot

Whip
whip_3a
3A
3A
Talon Shot


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Midsuper111215-4 (Close) to 6 (Max Range)-8 (Close) to 2 (Max Range)-6080


Blowback

Blowback

Whip
whip_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial14522Splat (+73~+89)-4-100160


Shatterstrike

Whip
whip_236cd
236CD
236CD
Shatterstrike

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


AdvanceStrike

Whip
whip_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

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


jump CD

Whip
whip_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1771 on groundSKD--80140


Throws

Strike Three

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


Assassin Trap

Whip
whip_dthrow
(close) 4/6D
(close) 4/6D
Assassin Trap
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (39)Unblockable---


Specials

Boomerang Shot “Code: SC”

41236A

Whip
whip_41236a
41236A
41236A
Boomerang Shot “Code: SC”

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
97 (40+60)Midsuper(1)83 (17) 329HKD (33)-34Full body against non-projectile air moves: 1 to 10 (10 Frames)60 (60+0)80


41236C

Whip
whip_41236c
41236C
41236C
Boomerang Shot “Code: SC”

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
117 (60+60)Midsuper(1)113 (17) 535HKD (33)-41Full Body: 1 to 13 (13 Frames)60 (60+0)80


41236AC

Whip
whip_41236ac
41236AC
41236AC
Boomerang Shot “Code: SC”

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
152 (60+40+60)Mid-63 (16) 541HKD (+33)-46Full Body: 1 to 8 (8 Frames)0100


Strength Shot Type A “Code: Superior”

63214A

Whip
whip_63214a
63214A
63214A
Strength Shot Type A “Code: Superior”

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
131 (40+20+80)Mid(1), High(2)super(1)263 (9) 228HKD (+36)-11-40 (40+0+0)100 (60+40)


63214AC

Whip
whip_63214ac
63214AC
63214AC
Strength Shot Type A “Code: Superior”

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
114 (60+10+10+40) [115 (60+20+40)]Mid-123 (9) 243SKD (41)-26-080 (40+40)


63214[A]~D

Whip
whip_63214a_d
63214[A]~D
63214[A]~D
A: Strength Shot Type D “Code: Candy”
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---27 (Earliest cancel)-----


Strength Shot Type B “Code: Strength”

63214B

Whip
whip_63214b
63214B
63214B
Strength Shot Type B “Code: Strength”
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Midsuper39322+12+4-4060


63214B~D

Whip
whip_63214b_d
63214B~D
63214B~D
B: Strength Shot Type D “Code: Candy”
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---27 (Earliest cancel)-----


Strength Shot Type C “Code: Victory”

63214C

Whip
whip_63214c
63214C
63214C
Strength Shot Type C “Code: Victory”

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
157 (40+10*7+60)Mid(1), Low(2)super(1)234 (13) 232HKD (+29)-15-060


63214C~D

Whip
whip_63214c_d
63214C~D
63214C~D
C: Strength Shot Type D “Code: Candy”
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A---27 (Earliest cancel)-----


Strength Shot Type D “Code: Candy”

63214C~D

Whip
whip_63214d
63214A/B/C~D
63214A/B/C~D
Strength Shot Type D “Code: Candy”
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----27 (Earliest cancel)-----


Hook Shot “Code: Zephyr”

j.214A

Whip
whip_j214a
j.214A
j.214A
Hook Shot “Code: Zephyr”

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


j.214C

Whip
whip_j214c
j.214C
j.214C
Hook Shot “Code: Zephyr”

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


j.214AC

Whip
whip_j214ac
j.214AC
j.214AC
Hook Shot “Code: Zephyr”

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


Crescent Swatter “Code: FS”

4214B

Whip
whip_4214b
4214B
4214B
Crescent Swatter “Code: FS”


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 [60]High [Mid]super24718HKD (+39)-12Projectile reflect: Frame 8-23 (16 frames)60 [80]80 [100]


4214D

Whip
whip_4214d
4214D
4214D
Crescent Swatter “Code: FS”


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 [60]High [Mid]super24718HKD (+39)-12Projectile reflect: Frame 8-23 (16 frames)60 [80]80 [100]


4214BD

Whip
whip_4214bd
4214BD
4214BD
Crescent Swatter “Code: FS”


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 [90 (30*3)]High [Mid]-22621HKD (+37)-8Projectile reflect: Frame 4-20 (17 frames)0100 [120 (40*3)]


Supers

Sonic Slaughter “Code: KW”

236236A/C

Whip
whip_236236p
236236A/C
236236A/C
Sonic Slaughter “Code: KW”


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180 (75+5*13+20+20)Midadvanced, climax712 (9) 2 (12) 2 (11) 2 (12) 254HKD (+53)-39Full Body: 1 to 18 (18 Frames)0-


236236AC

Whip
whip_236236ac
236236AC
236236AC
Sonic Slaughter “Code: KW”


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330 (80+10*22+30)Midclimax510 (9) 2 (12) 2 (11) 2 (12) 254HKD (+62)-39Full Body: 1 to 14 (14 Frames)0-


Destruction Barrage “Code: YGW”

236236B/D

Whip
whip_236236k
236236B/D
236236B/D
Destruction Barrage “Code: YGW”


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
185Midadvanced, climax182034HKD-39Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 16 (11 Frames)0-


236236BD

Whip
whip_236236bd
236236BD
236236BD
Destruction Barrage “Code: YGW”



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (160+200)Midclimax1220 (30) 1423HKD-6Full Body: 1 to 5 (5 Frames), Upper Body: 6 to 11 (6 Frames)0-


Climax super

2141236CD

Whip
whip_2141236cd
2141236CD
2141236CD
Depravity Branding “Code: FA”
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
446 (80+114+90+162) Min:240Mid-11665HKD (+33)-52Full Body: 1 to 16 (16 Frames)0-