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The King of Fighters XV/Chizuru Kagura/Data: Difference between revisions
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Line 6: | Line 6: | ||
| input = cl.A | | input = cl.A | ||
| images = XV_chizuru_cla_ima.png | | images = XV_chizuru_cla_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_cla_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 12: | Line 12: | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 6 | ||
| hitadv = + | | hitadv = +5 | ||
| blockadv = + | | blockadv = +3 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
Line 25: | Line 25: | ||
| input = cl.B | | input = cl.B | ||
| images = XV_chizuru_clb_ima.png | | images = XV_chizuru_clb_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_clb_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 5 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 7 | ||
| hitadv = + | | hitadv = +3 | ||
| blockadv = | | blockadv = 1 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
Line 43: | Line 43: | ||
| name = close C | | name = close C | ||
| input = cl.C | | input = cl.C | ||
| images = | | images = XV_chizuru_clc_1_ima.png, XV_chizuru_clc_2_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_clc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 50: | Line 50: | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 63: | Line 63: | ||
| input = cl.D | | input = cl.D | ||
| images = XV_chizuru_cld_ima.png | | images = XV_chizuru_cld_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_cld_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 69: | Line 69: | ||
| startup = 5 | | startup = 5 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 19 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
Line 83: | Line 83: | ||
| input = A | | input = A | ||
| images = XV_chizuru_fa_ima.png | | images = XV_chizuru_fa_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_fa_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 89: | Line 89: | ||
| startup = 6 | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +3 | | hitadv = +3 | ||
| blockadv = +1 | | blockadv = +1 | ||
Line 102: | Line 102: | ||
| input = B | | input = B | ||
| images = XV_chizuru_fb_ima.png | | images = XV_chizuru_fb_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_fb_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = +0 | | blockadv = +0 | ||
Line 120: | Line 120: | ||
| name = far C | | name = far C | ||
| input = C | | input = C | ||
| images = | | images = XV_chizuru_fc_1_ima.png, XV_chizuru_fc_2_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_fc_1_hb.png, XV_chizuru_fc_2_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 127: | Line 127: | ||
| startup = 9 | | startup = 9 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 15 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 140: | Line 140: | ||
| input = D | | input = D | ||
| images = XV_chizuru_fd_ima.png | | images = XV_chizuru_fd_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_fd_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 146: | Line 146: | ||
| startup = 10 | | startup = 10 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 17 | ||
| hitadv = - | | hitadv = -3 (Close) to 3 (Max Range) | ||
| blockadv = - | | blockadv = -5 (Close) to 1 (Max Range) | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
Line 160: | Line 160: | ||
| input = 2A | | input = 2A | ||
| images = XV_chizuru_2a_ima.png | | images = XV_chizuru_2a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_2a_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 166: | Line 166: | ||
| startup = 4 | | startup = 4 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 8 | ||
| hitadv = + | | hitadv = +4 | ||
| blockadv = + | | blockadv = +2 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
Line 179: | Line 179: | ||
| input = 2B | | input = 2B | ||
| images = XV_chizuru_2b_ima.png | | images = XV_chizuru_2b_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_2b_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Low | | guard = Low | ||
Line 185: | Line 185: | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = +0 | | blockadv = +0 | ||
Line 197: | Line 197: | ||
| name = crouch C | | name = crouch C | ||
| input = 2C | | input = 2C | ||
| images = | | images = XV_chizuru_2c_ima.png, XV_chizuru_2c_2_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_2c0_hb.png, XV_chizuru_2c_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 204: | Line 204: | ||
| startup = 6 | | startup = 6 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 28 | ||
| hitadv = -12 | | hitadv = -12 | ||
| blockadv = -14 | | blockadv = -14 | ||
Line 217: | Line 217: | ||
| input = 2D | | input = 2D | ||
| images = XV_chizuru_2d_ima.png | | images = XV_chizuru_2d_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_2d_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
Line 223: | Line 223: | ||
| startup = 7 | | startup = 7 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 240: | Line 240: | ||
| input = h.A | | input = h.A | ||
| images = XV_chizuru_ja_1_ima.png | | images = XV_chizuru_ja_1_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_ja_1_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 246: | Line 246: | ||
| startup = 4 | | startup = 4 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 262: | Line 262: | ||
| input = j.A | | input = j.A | ||
| images = XV_chizuru_ja_1_ima.png | | images = XV_chizuru_ja_1_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_ja_1_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 268: | Line 268: | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 284: | Line 284: | ||
| input = h.B | | input = h.B | ||
| images = XV_chizuru_jb_ima.png | | images = XV_chizuru_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_jb_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 290: | Line 290: | ||
| startup = 6 | | startup = 6 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 306: | Line 306: | ||
| input = j.B | | input = j.B | ||
| images = XV_chizuru_jb_ima.png | | images = XV_chizuru_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_jb_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 312: | Line 312: | ||
| startup = 6 | | startup = 6 | ||
| active = 12 | | active = 12 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 328: | Line 328: | ||
| input = h.C | | input = h.C | ||
| images = XV_chizuru_jc_ima.png | | images = XV_chizuru_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_jc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 334: | Line 334: | ||
| startup = 6 | | startup = 6 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 350: | Line 350: | ||
| input = j.C | | input = j.C | ||
| images = XV_chizuru_jc_ima.png | | images = XV_chizuru_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_jc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 356: | Line 356: | ||
| startup = 6 | | startup = 6 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 372: | Line 372: | ||
| input = h.D | | input = h.D | ||
| images = XV_chizuru_jd_ima.png | | images = XV_chizuru_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_jd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 394: | Line 394: | ||
| input = j.D | | input = j.D | ||
| images = XV_chizuru_jd_ima.png | | images = XV_chizuru_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_jd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 416: | Line 416: | ||
| orderId = 1 | | orderId = 1 | ||
| input = cl.AA | | input = cl.AA | ||
| images = | | images = XV_chizuru_rush1_ima.png | ||
| hitboxes = XV_placeholder.png | | hitboxes = XV_placeholder.png | ||
| damage = 48 (25+25) | | damage = 48 (25+25) | ||
Line 438: | Line 438: | ||
| orderId = 2 | | orderId = 2 | ||
| input = cl.AAX | | input = cl.AAX | ||
| images = | | images = XV_chizuru_rush2_ima.png | ||
| hitboxes = XV_placeholder.png | | hitboxes = XV_placeholder.png | ||
| damage = 70 (25+25+25) | | damage = 70 (25+25+25) | ||
Line 459: | Line 459: | ||
| input = 6A | | input = 6A | ||
| images = XV_chizuru_6a_ima.png | | images = XV_chizuru_6a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_6a_hb.png, XV_chizuru_6a_cancel_hb.png | ||
| damage = 70 [45] | | damage = 70 [45] | ||
| guard = High [Mid] | | guard = High [Mid] | ||
Line 465: | Line 465: | ||
| startup = 24 [16] | | startup = 24 [16] | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 18 [27] | ||
| hitadv = Hard Knockdown [-9] | | hitadv = Hard Knockdown [-9] | ||
| blockadv = -2 [-11] | | blockadv = -2 [-11] | ||
Line 478: | Line 478: | ||
| input = 6B | | input = 6B | ||
| images = XV_chizuru_6b_ima.png | | images = XV_chizuru_6b_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_6b_hb.png, XV_chizuru_6b2_hb.png, XV_chizuru_6b3_hb.png | ||
| damage = | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
| cancel = special | | cancel = special | ||
| startup = 18 [20] | | startup = 18 [20] | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 14 [19] | ||
| hitadv = +1 [Hard Knockdown] | | hitadv = +1 [Hard Knockdown] | ||
| blockadv = -1 [-6] | | blockadv = -1 [-6] | ||
| invul = Low | | invul = Low Physical Attack: 4 to 17 (14 Frames) [Low Physical Attack: 4 to 19 (16 Frames)] | ||
| stun = 40 | | stun = 40 | ||
| guardDamage = 80 | | guardDamage = 80 | ||
Line 497: | Line 497: | ||
| input = 3D | | input = 3D | ||
| images = XV_chizuru_3d_ima.png | | images = XV_chizuru_3d_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_3d_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = Low | | guard = Low | ||
Line 503: | Line 503: | ||
| startup = 12 [15] | | startup = 12 [15] | ||
| active = 13 | | active = 13 | ||
| recovery = | | recovery = 14 [15] | ||
| hitadv = -6~+6 [-7~5] | | hitadv = -6~+6 [-7~5] | ||
| blockadv = -8~+4 [-9~3] | | blockadv = -8~+4 [-9~3] | ||
Line 517: | Line 517: | ||
| input = CD | | input = CD | ||
| images = XV_chizuru_cd_ima.png | | images = XV_chizuru_cd_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_cd_hb.png, XV_chizuru_cd2_hb.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = special | | cancel = special | ||
| startup = | | startup = 12 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 24 | ||
| hitadv = Wall Splat (Ground hit) / Soft Knockdown (Air hit) | | hitadv = Wall Splat (Ground hit) / Soft Knockdown (Air hit) | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = 100 | | stun = 100 | ||
| guardDamage = 160 | | guardDamage = 160 | ||
Line 536: | Line 536: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_chizuru_236cd_ima.png | | images = XV_chizuru_236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_236cd_hb.png, XV_chizuru_236cd2_hb.png | ||
| damage = 65 | | damage = 65 | ||
| guard = Mid | | guard = Mid | ||
Line 542: | Line 542: | ||
| startup = 15 | | startup = 15 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit) | | hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 200 | | guardDamage = 200 | ||
}} | |||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Chizuru Kagura | moveId = chizuru_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_chizuru_214cd_ima.png | |||
| hitboxes = XV_chizuru_214cd_hb.png, XV_chizuru_214cd2_hb.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = 3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | }} | ||
Line 558: | Line 577: | ||
| input = h.CD | | input = h.CD | ||
| images = XV_chizuru_jcd_ima.png | | images = XV_chizuru_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_jcd_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 12 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = Soft Knockdown | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 580: | Line 599: | ||
| input = j.CD | | input = j.CD | ||
| images = XV_chizuru_jcd_ima.png | | images = XV_chizuru_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_jcd_hb.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 12 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = Soft Knockdown | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 600: | Line 619: | ||
| input = (close) 4/6C | | input = (close) 4/6C | ||
| images = XV_chizuru_cthrow_ima.png | | images = XV_chizuru_cthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_cthrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
Line 619: | Line 638: | ||
| input = (close) 4/6D | | input = (close) 4/6D | ||
| images = XV_chizuru_dthrow_ima.png | | images = XV_chizuru_dthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_dthrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
Line 643: | Line 662: | ||
| input = 22A | | input = 22A | ||
| images = XV_chizuru_22a_ima.png | | images = XV_chizuru_22a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_22a_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 24 | | startup = 24 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 16 | ||
| hitadv = | | hitadv = Hard Knockdown | ||
| blockadv = +1~+4 | | blockadv = +1~+4 | ||
| invul = | | invul = | ||
Line 665: | Line 684: | ||
| input = 22B | | input = 22B | ||
| images = XV_chizuru_22a_ima.png | | images = XV_chizuru_22a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_22b_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 24 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = Hard KND (+43~+46) | ||
| blockadv = | | blockadv = 0~+3 | ||
| invul = | | invul = | ||
| stun = 50 | | stun = 50 | ||
Line 687: | Line 706: | ||
| input = 22C | | input = 22C | ||
| images = XV_chizuru_22a_ima.png | | images = XV_chizuru_22a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_22c_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 24 | | startup = 24 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = Hard Knockdown | ||
| blockadv = -1~+2 | | blockadv = -1~+2 | ||
| invul = | | invul = | ||
Line 709: | Line 728: | ||
| input = 22D | | input = 22D | ||
| images = XV_chizuru_22a_ima.png | | images = XV_chizuru_22a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_22d_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 30 | | startup = 30 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = Hard KND (+43~+46) | ||
| blockadv = | | blockadv = 0~+3 | ||
| invul = | | invul = | ||
| stun = 50 | | stun = 50 | ||
Line 731: | Line 750: | ||
| input = 22AC | | input = 22AC | ||
| images = XV_chizuru_22a_ima.png | | images = XV_chizuru_22a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_22ac_hb.png, XV_chizuru_22ac2_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = Mid | | guard = Mid | ||
Line 737: | Line 756: | ||
| startup = 11 | | startup = 11 | ||
| active = Active Until Landing | | active = Active Until Landing | ||
| recovery = | | recovery = 18 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -12~+2 | | blockadv = -12~+2 | ||
Line 753: | Line 772: | ||
| input = 22BD | | input = 22BD | ||
| images = XV_chizuru_22a_ima.png | | images = XV_chizuru_22a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_22bd_hb.png, XV_chizuru_22bd2_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = Mid | | guard = Mid | ||
Line 759: | Line 778: | ||
| startup = 11 | | startup = 11 | ||
| active = Active Until Landing | | active = Active Until Landing | ||
| recovery = | | recovery = 18 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -12~+2 | | blockadv = -12~+2 | ||
Line 776: | Line 795: | ||
| input = 214A | | input = 214A | ||
| images = XV_chizuru_214a_ima.png | | images = XV_chizuru_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214a_hb.png, XV_chizuru_214a2_hb.png, XV_chizuru_214a3_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 782: | Line 801: | ||
| startup = 30[15] | | startup = 30[15] | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = Knockdown | ||
| blockadv = -3 | | blockadv = -3 | ||
| invul = | | invul = | ||
Line 798: | Line 817: | ||
| input = 214C | | input = 214C | ||
| images = XV_chizuru_214a_ima.png | | images = XV_chizuru_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214c_hb.png, XV_chizuru_214c2_hb.png, XV_chizuru_214c3_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 804: | Line 823: | ||
| startup = 30[14] | | startup = 30[14] | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 14 | ||
| hitadv = | | hitadv = Knockdown (+33) | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| stun = 50 | | stun = 50 | ||
Line 820: | Line 839: | ||
| input = 214AC | | input = 214AC | ||
| images = XV_chizuru_214a_ima.png | | images = XV_chizuru_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214ac_hb.png, XV_chizuru_214ac_hb2.png, XV_chizuru_214ac3_hb.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 29[12] | | startup = 29[12] | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 14 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 835: | Line 854: | ||
===212 Katsu Shinzoku no Norito Ten Zui (A/C)=== | ===212 Katsu Shinzoku no Norito Ten Zui (A/C)=== | ||
====214A | ====214A~214A/C==== | ||
{{MoveData-KOFXV | character = Chizuru Kagura | moveId = chizuru_214a_214p | {{MoveData-KOFXV | character = Chizuru Kagura | moveId = chizuru_214a_214p | ||
| name = 212 Katsu Shinzoku no Norito Ten Zui (A/C) | | name = 212 Katsu Shinzoku no Norito Ten Zui (A/C) | ||
Line 841: | Line 860: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 214A | | input = 214A~214A/C | ||
| images = XV_chizuru_214a_214a_ima.png | | images = XV_chizuru_214a_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214a_214a_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 9 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 33 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -21 (Close) to -13 (Max Range) | | blockadv = -21 (Close) to -13 (Max Range) | ||
Line 865: | Line 884: | ||
| input = 214C~214A/C | | input = 214C~214A/C | ||
| images = XV_chizuru_214a_214a_ima.png | | images = XV_chizuru_214a_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214a_214a_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
Line 871: | Line 890: | ||
| startup = 8 | | startup = 8 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 28 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -16 (Close) to -8 (Max Range) | | blockadv = -16 (Close) to -8 (Max Range) | ||
Line 887: | Line 906: | ||
| input = 214AC~214A/C | | input = 214AC~214A/C | ||
| images = XV_chizuru_214a_214a_ima.png | | images = XV_chizuru_214a_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214a_214a_hb.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 20 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -8 (Close) to 0 (Max Range) | | blockadv = -8 (Close) to 0 (Max Range) | ||
Line 910: | Line 929: | ||
| input = 214B | | input = 214B | ||
| images = XV_chizuru_214b_ima.png | | images = XV_chizuru_214b_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214b_hb.png, XV_chizuru_214b2_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 916: | Line 935: | ||
| startup = 31[16] | | startup = 31[16] | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 18 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -3 | | blockadv = -3 | ||
Line 932: | Line 951: | ||
| input = 214D | | input = 214D | ||
| images = XV_chizuru_214b_ima.png | | images = XV_chizuru_214b_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214d_hb.png, XV_chizuru_214d2_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 938: | Line 957: | ||
| startup = 31[14] | | startup = 31[14] | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 15 | ||
| hitadv = Hard | | hitadv = Hard KND (+44) | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| stun = 50 | | stun = 50 | ||
Line 954: | Line 973: | ||
| input = 214BD | | input = 214BD | ||
| images = XV_chizuru_214b_ima.png | | images = XV_chizuru_214b_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214bd_hb.png, XV_chizuru_214bd2_hb.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 29[12] | | startup = 29[12] | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 15 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 977: | Line 996: | ||
| input = 214B~214B/D | | input = 214B~214B/D | ||
| images = XV_chizuru_236c_ima.png | | images = XV_chizuru_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214b_k_214k_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 26 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -10 | | blockadv = -10 | ||
Line 999: | Line 1,018: | ||
| input = 214D~214B/D | | input = 214D~214B/D | ||
| images = XV_chizuru_236c_ima.png | | images = XV_chizuru_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214b_k_214k_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
Line 1,005: | Line 1,024: | ||
| startup = 10 | | startup = 10 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 26 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown / OTG | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = | ||
Line 1,021: | Line 1,040: | ||
| input = 214BD~214B/D | | input = 214BD~214B/D | ||
| images = XV_chizuru_236c_ima.png | | images = XV_chizuru_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214b_k_214k_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
Line 1,027: | Line 1,046: | ||
| startup = 10 | | startup = 10 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 22 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -6 | | blockadv = -6 | ||
Line 1,044: | Line 1,063: | ||
| input = 623A | | input = 623A | ||
| images = XV_chizuru_623a_ima.png | | images = XV_chizuru_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_623a_hb.png | ||
| damage = | | damage = 97 (50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 48 | ||
| hitadv = | | hitadv = Knockdown (+17) | ||
| blockadv = - | | blockadv = -32 | ||
| invul = | | invul = Full body against non-projectile air moves: 1 to 13 (13 frames) | ||
| stun = 60 (30+30) | | stun = 60 (30+30) | ||
| guardDamage = 80 (40+40) | | guardDamage = 80 (40+40) | ||
Line 1,066: | Line 1,085: | ||
| input = 623C | | input = 623C | ||
| images = XV_chizuru_623a_ima.png | | images = XV_chizuru_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_623c_hb.png, XV_chizuru_623c2_hb.png | ||
| damage = | | damage = 147 (90+60) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super (1) | ||
| startup = 11 | | startup = 11 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 56 (30 on ground) | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -40 | | blockadv = -40 | ||
Line 1,088: | Line 1,107: | ||
| input = 623AC | | input = 623AC | ||
| images = XV_chizuru_623a_ima.png | | images = XV_chizuru_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_623ac_hb.png, XV_chizuru_623ac2_hb.png, XV_chizuru_623ac3_hb.png | ||
| damage = 176 (50+30*5) | | damage = 176 (50+30*5) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 52 (30 on ground) | ||
| hitadv = | | hitadv = Hard KND (+38) | ||
| blockadv = -37 | | blockadv = -37 to -38 | ||
| invul = Full Body: 1 to | | invul = Full Body: 1 to 12 (12 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 150 (20+30+20+30+20+30) | | guardDamage = 150 (20+30+20+30+20+30) | ||
Line 1,111: | Line 1,130: | ||
| input = 236A | | input = 236A | ||
| images = XV_chizuru_236a_ima.png | | images = XV_chizuru_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_236a_hb.png, XV_chizuru_236a2_hb.png | ||
| damage = 65 | | damage = 65 | ||
| guard = Mid | | guard = Mid | ||
Line 1,117: | Line 1,136: | ||
| startup = 12 | | startup = 12 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 19 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -9 | | blockadv = -9 | ||
Line 1,133: | Line 1,152: | ||
| input = 236C | | input = 236C | ||
| images = XV_chizuru_236c_ima.png | | images = XV_chizuru_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_236c_hb.png, XV_chizuru_236c2_hb.png, XV_chizuru_236c3_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = | | startup = 28 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 19 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = +4 | | blockadv = +4 | ||
Line 1,155: | Line 1,174: | ||
| input = 236AC | | input = 236AC | ||
| images = XV_chizuru_236c_ima.png | | images = XV_chizuru_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_236ac_hb.png, XV_chizuru_236ac2_hb.png | ||
| damage = | | damage = 80 | ||
| guard = | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 20 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 19 | ||
| hitadv = | | hitadv = Knockdown (+33) | ||
| blockadv = | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 1,179: | Line 1,198: | ||
| input = 2141236A | | input = 2141236A | ||
| images = XV_chizuru_236236b_ima.png | | images = XV_chizuru_236236b_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_2141236a_hb.png | ||
| damage = 150 | | damage = 150 | ||
| guard = Mid | | guard = Mid | ||
Line 1,185: | Line 1,204: | ||
| startup = 14 | | startup = 14 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 35 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -24 | | blockadv = -24 | ||
Line 1,201: | Line 1,220: | ||
| input = 2141236C | | input = 2141236C | ||
| images = XV_chizuru_236236b_ima.png | | images = XV_chizuru_236236b_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_2141236c_hb.png, XV_chizuru_2141236c2_hb.png | ||
| damage = 150 | | damage = 150 | ||
| guard = Mid | | guard = Mid | ||
Line 1,207: | Line 1,226: | ||
| startup = 24 | | startup = 24 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 35 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -24 | | blockadv = -24 | ||
Line 1,223: | Line 1,242: | ||
| input = 2141236AC | | input = 2141236AC | ||
| images = XV_chizuru_236236b_ima.png | | images = XV_chizuru_236236b_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_2141236ac_hb.png | ||
| damage = 300 | | damage = 300 | ||
| guard = Mid | | guard = Mid | ||
Line 1,229: | Line 1,248: | ||
| startup = 14 | | startup = 14 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 36 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -25 | | blockadv = -25 | ||
Line 1,246: | Line 1,265: | ||
| input = 236236B | | input = 236236B | ||
| images = XV_chizuru_214236a_ima.png | | images = XV_chizuru_214236a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_236236b_hb.png, XV_chizuru_236236b2_hb.png | ||
| damage = 150 ((10+15)*4+50) | | damage = 150 ((10+15)*4+50) | ||
| guard = Mid | | guard = Mid | ||
Line 1,252: | Line 1,271: | ||
| startup = 21 | | startup = 21 | ||
| active = 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (3) 1 | | active = 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (3) 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = +18~+24 | | blockadv = +18~+24 | ||
Line 1,268: | Line 1,287: | ||
| input = 236236D | | input = 236236D | ||
| images = XV_chizuru_214236a_ima.png | | images = XV_chizuru_214236a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_236236b_hb.png, XV_chizuru_236236b2_hb.png | ||
| damage = 150 ((10+15)*4+50) | | damage = 150 ((10+15)*4+50) | ||
| guard = Mid | | guard = Mid | ||
Line 1,274: | Line 1,293: | ||
| startup = 21 | | startup = 21 | ||
| active = 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (3) 1 | | active = 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (3) 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = +18~+24 | | blockadv = +18~+24 | ||
Line 1,290: | Line 1,309: | ||
| input = 236236BD | | input = 236236BD | ||
| images = XV_chizuru_214236a_ima.png | | images = XV_chizuru_214236a_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_236236bd_hb.png, XV_chizuru_236236bd2_hb.png, XV_chizuru_236236bd3_hb.png | ||
| damage = 210 ((10+20)*4+20+20+50) | | damage = 210 ((10+20)*4+20+20+50) | ||
| guard = Mid | | guard = Mid | ||
Line 1,296: | Line 1,315: | ||
| startup = 18 | | startup = 18 | ||
| active = 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (10) 1 (4) 1 (3) 3 | | active = 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (10) 1 (4) 1 (3) 3 | ||
| recovery = | | recovery = 0 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = +18~+24 | | blockadv = +18~+24 | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,310: | Line 1,329: | ||
| input = 2141236CD | | input = 2141236CD | ||
| images = XV_chizuru_214236cd_1_ima.png | | images = XV_chizuru_214236cd_1_ima.png | ||
| hitboxes = | | hitboxes = XV_chizuru_214236cd_hb.png | ||
| damage = 458 (50+38*7+142) Min: 265 | | damage = 458 (50+38*7+142) Min: 265 | ||
| guard = Mid | | guard = Mid | ||
Line 1,316: | Line 1,335: | ||
| startup = 19 | | startup = 19 | ||
| active = 17 | | active = 17 | ||
| recovery = | | recovery = 21 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -19 | | blockadv = -19 |
Latest revision as of 13:20, 10 December 2024
Close Standing Normals
close A
Chizuru Kagura chizuru_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 5 | 4 | 6 | +5 | +3 | - | 30 | 60 |
close B
Chizuru Kagura chizuru_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 5 | 5 | 7 | +3 | 1 | - | 30 | 60 |
close C
Chizuru Kagura chizuru_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 4 | 20 | -3 | -5 | - | 70 | 120 |
close D
Chizuru Kagura chizuru_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 5 | 6 | 19 | -4 | -6 | - | 70 | 120 |
Far Standing Normals
far A
Chizuru Kagura chizuru_fa | ||||||||||
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A
A far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | special | 6 | 4 | 8 | +3 | +1 | - | 30 | 60 |
far B
Chizuru Kagura chizuru_fb | ||||||||||
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B
B far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 5 | 4 | 9 | +2 | +0 | - | 30 | 60 |
far C
Chizuru Kagura chizuru_fc | ||||||||||
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C
C far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 9 | 5 | 15 | +1 | -1 | - | 70 | 120 |
far D
Chizuru Kagura chizuru_fd | ||||||||||
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D
D far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 10 | 7 | 17 | -3 (Close) to 3 (Max Range) | -5 (Close) to 1 (Max Range) | - | 70 | 120 |
Crouch Normals
crouch A
Chizuru Kagura chizuru_2a | ||||||||||
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2A
2A crouch A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
crouch B
Chizuru Kagura chizuru_2b | ||||||||||
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2B
2B crouch B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | super | 5 | 4 | 9 | +2 | +0 | - | 30 | 60 |
crouch C
Chizuru Kagura chizuru_2c | ||||||||||
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2C
2C crouch C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 6 | 5 | 28 | -12 | -14 | - | 70 | 120 |
crouch D
Chizuru Kagura chizuru_2d | ||||||||||
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2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 7 | 4 | 20 | Soft Knockdown | -5 | - | 70 | 120 |
jump normals
hop A
Chizuru Kagura chizuru_ha | ||||||||||
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h.A
h.A hop A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 4 | 3 | 1 on ground | - | - | - | 30 | 50 |
jump A
Chizuru Kagura chizuru_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 3 | 1 on ground | - | - | - | 30 | 60 |
hop B
Chizuru Kagura chizuru_hb | ||||||||||
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h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 10 | 1 on ground | - | - | - | 30 | 50 |
jump B
Chizuru Kagura chizuru_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 12 | 1 on ground | - | - | - | 30 | 60 |
hop C
Chizuru Kagura chizuru_hc | ||||||||||
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h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 8 | 1 on ground | - | - | - | 70 | 100 |
jump C
Chizuru Kagura chizuru_jc | ||||||||||
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j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 10 | 1 on ground | - | - | - | 70 | 120 |
hop D
Chizuru Kagura chizuru_hd | ||||||||||
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h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 10 | 1 on ground | - | - | - | 70 | 100 |
jump D
Chizuru Kagura chizuru_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 10 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
Chizuru Kagura chizuru_rush1 | ||||||||||
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cl.AA
cl.AA rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | 6 | 4 | - | -6 | -8 | - | 30 | 120 (60+60) |
rush 2
Chizuru Kagura chizuru_rush2 | ||||||||||
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cl.AAX
cl.AAX rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | Rush | 6 | 2 | - | -8 | -10 | - | 30 | 180 (60+60+60) |
Command normals
Jo Katsu Zheng Zheng
Chizuru Kagura chizuru_6a | ||||||||||
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6A
6A Jo Katsu Zheng Zheng | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 [45] | High [Mid] | super [special] | 24 [16] | 3 | 18 [27] | Hard Knockdown [-9] | -2 [-11] | - | 40 | 80 |
Jo Katsu Cang Cang
Chizuru Kagura chizuru_6b | ||||||||||
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6B
6B Jo Katsu Cang Cang | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | special | 18 [20] | 6 | 14 [19] | +1 [Hard Knockdown] | -1 [-6] | Low Physical Attack: 4 to 17 (14 Frames) [Low Physical Attack: 4 to 19 (16 Frames)] | 40 | 80 |
Jo Katsu Cong Cong
Chizuru Kagura chizuru_3d | ||||||||||
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3D
3D Jo Katsu Cong Cong | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Low | [super] | 12 [15] | 13 | 14 [15] | -6~+6 [-7~5] | -8~+4 [-9~3] | - | 40 | 60 |
Blowback
Blowback
Chizuru Kagura chizuru_cd | ||||||||||
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CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 12 | 6 | 24 | Wall Splat (Ground hit) / Soft Knockdown (Air hit) | -7 | - | 100 | 160 |
Shatterstrike
Chizuru Kagura chizuru_236cd | ||||||||||
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236CD
236CD Shatterstrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | - | 15 | 6 | 27 | Crumple (Ground Hit) / Wall Bounce (Air hit) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Chizuru Kagura chizuru_214cd | ||||||||||
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214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Chizuru Kagura chizuru_hcd | ||||||||||
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h.CD
h.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 12 | 9 | 1 on ground | Soft Knockdown | - | - | 80 | 120 |
jump CD
Chizuru Kagura chizuru_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 12 | 9 | 1 on ground | Soft Knockdown | - | - | 80 | 140 |
Throws
Rei Getsu
Chizuru Kagura chizuru_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C Rei Getsu | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | Hard Knockdown | Unblockable | - | 0 | 0 |
Kai Ten
Chizuru Kagura chizuru_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Kai Ten | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | Hard Knockdown | Unblockable | - | 0 | 0 |
Specials
212 Katsu Otsu Shiki Choumon no Issin
22A
Chizuru Kagura chizuru_22a | ||||||||||
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22A
22A 212 Katsu Otsu Shiki Choumon no Issin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 24 | 4 | 16 | Hard Knockdown | +1~+4 | - | 50 | 50 |
22B
Chizuru Kagura chizuru_22b | ||||||||||
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22B
22B 212 Katsu Otsu Shiki Choumon no Issin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 24 | 4 | 17 | Hard KND (+43~+46) | 0~+3 | - | 50 | 50 |
22C
Chizuru Kagura chizuru_22c | ||||||||||
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22C
22C 212 Katsu Otsu Shiki Choumon no Issin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 24 | 4 | 20 | Hard Knockdown | -1~+2 | - | 50 | 50 |
22D
Chizuru Kagura chizuru_22d | ||||||||||
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22D
22D 212 Katsu Otsu Shiki Choumon no Issin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 30 | 4 | 17 | Hard KND (+43~+46) | 0~+3 | - | 50 | 50 |
22AC
Chizuru Kagura chizuru_22ac | ||||||||||
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22AC
22AC 212 Katsu Otsu Shiki Choumon no Issin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 11 | Active Until Landing | 18 | Soft Knockdown | -12~+2 | Full Body Projectile: 10 to Clone landing | 0 | 50 |
22BD
Chizuru Kagura chizuru_22bd | ||||||||||
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22BD
22BD 212 Katsu Otsu Shiki Choumon no Issin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 11 | Active Until Landing | 18 | Soft Knockdown | -12~+2 | Full Body Projectile: 10 to Clone landing | 0 | 50 |
212 Katsu Shinsoku no Norito (P)
214A
Chizuru Kagura chizuru_214a | ||||||||||
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214A
214A 212 Katsu Shinsoku no Norito (P) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 30[15] | 7 | 17 | Knockdown | -3 | - | 50 | 50 |
214C
Chizuru Kagura chizuru_214c | ||||||||||
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214C
214C 212 Katsu Shinsoku no Norito (P) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 30[14] | 7 | 14 | Knockdown (+33) | 0 | - | 50 | 50 |
214AC
Chizuru Kagura chizuru_214ac | ||||||||||
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214AC
214AC 212 Katsu Shinsoku no Norito (P) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 29[12] | 7 | 14 | Soft Knockdown | -1 | - | 0 | 50 |
212 Katsu Shinzoku no Norito Ten Zui (A/C)
214A~214A/C
Chizuru Kagura chizuru_214a_214p | ||||||||||
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214A~214A/C
214A~214A/C 212 Katsu Shinzoku no Norito Ten Zui (A/C) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 9 | 9 | 33 | Soft Knockdown | -21 (Close) to -13 (Max Range) | - | 50 | 50 |
214C~214A/C
Chizuru Kagura chizuru_214c_214p | ||||||||||
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214C~214A/C
214C~214A/C 212 Katsu Shinzoku no Norito Ten Zui (A/C) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 8 | 9 | 28 | Soft Knockdown | -16 (Close) to -8 (Max Range) | - | 50 | 50 |
214AC~214A/C
Chizuru Kagura chizuru_214ac_214p | ||||||||||
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214AC~214A/C
214AC~214A/C 212 Katsu Shinzoku no Norito Ten Zui (A/C) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 8 | 9 | 20 | Soft Knockdown | -8 (Close) to 0 (Max Range) | - | 0 | 50 |
212 Katsu Shinsoku no Norito (K)
214B
Chizuru Kagura chizuru_214b | ||||||||||
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214B
214B 212 Katsu Shinsoku no Norito (K) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 31[16] | 6 | 18 | Hard Knockdown | -3 | - | 50 | 50 |
214D
Chizuru Kagura chizuru_214d | ||||||||||
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214D
214D 212 Katsu Shinsoku no Norito (K) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 31[14] | 6 | 15 | Hard KND (+44) | 0 | - | 50 | 50 |
214BD
Chizuru Kagura chizuru_214bd | ||||||||||
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214BD
214BD 212 Katsu Shinsoku no Norito (K) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 29[12] | 6 | 15 | Soft Knockdown | -1 | - | 0 | 50 |
212 Katsu Shinzoku no Norito Ten Zui (B/D)
214B~214B/D
Chizuru Kagura chizuru_214b_214k | ||||||||||
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214B~214B/D
214B~214B/D 212 Katsu Shinzoku no Norito Ten Zui (B/D) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | super | 11 | 5 | 26 | Hard Knockdown | -10 | - | 50 | 50 |
214D~214B/D
Chizuru Kagura chizuru_214d_214k | ||||||||||
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214D~214B/D
214D~214B/D 212 Katsu Shinzoku no Norito Ten Zui (B/D) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | super | 10 | 5 | 26 | Hard Knockdown / OTG | -10 | - | 50 | 50 |
214BD~214B/D
Chizuru Kagura chizuru_214bd_214k | ||||||||||
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214BD~214B/D
214BD~214B/D 212 Katsu Shinzoku no Norito Ten Zui (B/D) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | - | 10 | 5 | 22 | Hard Knockdown | -6 | - | 0 | - |
100 Katsu Tenjin no Kotowari
623A
Chizuru Kagura chizuru_623a | ||||||||||
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623A
623A 100 Katsu Tenjin no Kotowari | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
97 (50+50) | Mid | - | 7 | 6 | 48 | Knockdown (+17) | -32 | Full body against non-projectile air moves: 1 to 13 (13 frames) | 60 (30+30) | 80 (40+40) |
623C
Chizuru Kagura chizuru_623c | ||||||||||
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623C
623C 100 Katsu Tenjin no Kotowari | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
147 (90+60) | Mid | super (1) | 11 | 6 | 56 (30 on ground) | Soft Knockdown | -40 | Full Body: 1 to 13 (13 Frames) | 60 (30+30) | 80 (40+40) |
623AC
Chizuru Kagura chizuru_623ac | ||||||||||
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623AC
623AC 100 Katsu Tenjin no Kotowari | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
176 (50+30*5) | Mid | - | 7 | 10 | 52 (30 on ground) | Hard KND (+38) | -37 to -38 | Full Body: 1 to 12 (12 Frames) | 0 | 150 (20+30+20+30+20+30) |
108 Katsu Tamayura no Shitsune
236A
Chizuru Kagura chizuru_236a | ||||||||||
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236A
236A 108 Katsu Tamayura no Shitsune | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | super | 12 | 9 | 19 | Soft Knockdown | -9 | - | 40 | 40 |
236C
Chizuru Kagura chizuru_236c | ||||||||||
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236C
236C 108 Katsu Tamayura no Shitsune | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 28 | 9 | 19 | Hard Knockdown | +4 | - | 70 | 100 |
236AC
Chizuru Kagura chizuru_236ac | ||||||||||
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236AC
236AC 108 Katsu Tamayura no Shitsune | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | High | - | 20 | 9 | 19 | Knockdown (+33) | -2 | - | 0 | 80 |
Supers
Uramen 85 Katsu Reigi no Ishizue
2141236A
Chizuru Kagura chizuru_2141236a | ||||||||||
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2141236A
2141236A Uramen 85 Katsu Reigi no Ishizue | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
150 | Mid | advanced, climax | 14 | 10 | 35 | Hard Knockdown | -24 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
2141236C
Chizuru Kagura chizuru_2141236c | ||||||||||
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2141236C
2141236C Uramen 85 Katsu Reigi no Ishizue | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
150 | Mid | advanced, climax | 24 | 10 | 35 | Hard Knockdown | -24 | Full Body: 1 to 25 (25 Frames) | 0 | 0 |
2141236AC
Chizuru Kagura chizuru_2141236ac | ||||||||||
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2141236AC
2141236AC Uramen 85 Katsu Reigi no Ishizue | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
300 | Mid | climax | 14 | 10 | 36 | Hard Knockdown | -25 | Full Body: 1 to 17 (17 Frames) | 0 | 0 |
Uramen 1 Katsu San Rai no Fujin
236236B
Chizuru Kagura chizuru_236236b | ||||||||||
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236236B
236236B Uramen 1 Katsu San Rai no Fujin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
150 ((10+15)*4+50) | Mid | - | 21 | 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (3) 1 | 0 | Hard Knockdown | +18~+24 | Full Body: 1 to 3 (3 Frames) | 0 | - |
236236D
Chizuru Kagura chizuru_236236d | ||||||||||
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236236D
236236D Uramen 1 Katsu San Rai no Fujin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
150 ((10+15)*4+50) | Mid | - | 21 | 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (3) 1 | 0 | Hard Knockdown | +18~+24 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
236236BD
Chizuru Kagura chizuru_236236bd | ||||||||||
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236236BD
236236BD Uramen 1 Katsu San Rai no Fujin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
210 ((10+20)*4+20+20+50) | Mid | - | 18 | 1 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (10) 1 (4) 1 (3) 3 | 0 | Hard Knockdown | +18~+24 | Full Body: 1 (1 Frame) | 0 | 0 |
Climax super
2141236CD
Chizuru Kagura chizuru_2141236cd | ||||||||||
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2141236CD
2141236CD Uramen 31 Katsu Kyuusen no Jouhari | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
458 (50+38*7+142) Min: 265 | Mid | - | 19 | 17 | 21 | Hard Knockdown | -19 | Full Body: 1 to 35 (35 Frames) | 0 | 0 |