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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    = XV_placeholder.png
| 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      = +5
| hitadv      = +5
| blockadv    = +3
| blockadv    = +3
Line 25: Line 25:
| input      = cl.B
| input      = cl.B
| images      = XV_chizuru_clb_ima.png
| images      = XV_chizuru_clb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chizuru_clb_hb.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 6
| startup    = 5
| active      = 5
| active      = 5
| recovery    =  
| recovery    = 7
| hitadv      = +0
| hitadv      = +3
| blockadv    = -12
| 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      = XV_chizuru_clc_2_ima.png, XV_chizuru_clc_1_ima.png
| images      = XV_chizuru_clc_1_ima.png, XV_chizuru_clc_2_ima.png
| hitboxes    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_fb_hb.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      = special
| 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      = XV_chizuru_fc_2_ima.png, XV_chizuru_fc_1_ima.png
| images      = XV_chizuru_fc_1_ima.png, XV_chizuru_fc_2_ima.png
| hitboxes    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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      = -1 (Close) to +4 (Max Range)
| hitadv      = -3 (Close) to 3 (Max Range)
| blockadv    = -3 (Close) to +2 (Max Range)
| 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    = XV_placeholder.png
| 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      = +3
| hitadv      = +4
| blockadv    = +1
| 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    = XV_placeholder.png
| 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      = XV_chizuru_2c_2_ima.png, XV_chizuru_2c_ima.png
| images      = XV_chizuru_2c_ima.png, XV_chizuru_2c_2_ima.png
| hitboxes    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = (Until Landing) + 1
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_jd_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 378: Line 378:
| startup    = 8
| startup    = 8
| active      = 10
| active      = 10
| recovery    = (Until Landing) + 1
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_jd_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 400: Line 400:
| startup    = 8
| startup    = 8
| active      = 10
| active      = 10
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 416: Line 416:
| orderId    = 1
| orderId    = 1
| input      = cl.AA
| input      = cl.AA
| images      = XV_placeholder.png
| 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      = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_6b_hb.png, XV_chizuru_6b2_hb.png, XV_chizuru_6b3_hb.png
| damage      = 60
| 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 Feet
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_cd_hb.png, XV_chizuru_cd2_hb.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
Line 523: Line 523:
| startup    = 12
| 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      = Upper Body
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_jcd_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 564: Line 583:
| startup    = 12
| startup    = 12
| active      = 9
| active      = 9
| recovery    = (Until Landing) + 1
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_jcd_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
Line 586: Line 605:
| startup    = 12
| startup    = 12
| active      = 9
| active      = 9
| recovery    = (Until Landing) + 1
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_22a_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 24
| startup    = 24
| active      = Active Until Landing
| active      = 4
| recovery    =  
| recovery    = 16
| hitadv      = Soft Knockdown
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_22b_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 30
| startup    = 24
| active      = Active Until Landing
| active      = 4
| recovery    =  
| recovery    = 17
| hitadv      = Soft Knockdown
| hitadv      = Hard KND (+43~+46)
| blockadv    = -3~+0
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_22c_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 24
| startup    = 24
| active      = Active Until Landing
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = Soft Knockdown
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_22d_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 30
| startup    = 30
| active      = Active Until Landing
| active      = 4
| recovery    =  
| recovery    = 17
| hitadv      = Soft Knockdown
| hitadv      = Hard KND (+43~+46)
| blockadv    = -1~+2
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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      = Soft Knockdown
| 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    = XV_placeholder.png
| 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      = Soft Knockdown
| hitadv      = Knockdown (+33)
| blockadv    = -0
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_214ac_hb.png, XV_chizuru_214ac_hb2.png, XV_chizuru_214ac3_hb.png
| damage      = 100
| 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/C~214A/C====
====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/C~214A/C
| input      = 214A~214A/C
| images      = XV_chizuru_214a_214a_ima.png
| images      = XV_chizuru_214a_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chizuru_214a_214a_hb.png
| damage      = 40
| damage      = 40
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 8
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_214a_214a_hb.png
| damage      = 40
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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 Knockdown
| hitadv      = Hard KND (+44)
| blockadv    = -0
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_214bd_hb.png, XV_chizuru_214bd2_hb.png
| damage      = 100
| 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    = XV_placeholder.png
| 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      = 6
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_623a_hb.png
| damage      = 97 (50+50)
| damage      = 97 (50+50)
| guard      = Mid
| guard      = Mid
Line 1,050: Line 1,069:
| startup    = 7
| startup    = 7
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 48
| hitadv      = Soft Knockdown
| hitadv      = Knockdown (+17)
| blockadv    = -30
| blockadv    = -32
| invul      = Full body against non-projectile air moves: 1 to 13 (13 frames)
| invul      = Full body against non-projectile air moves: 1 to 13 (13 frames)
| stun        = 60 (30+30)
| stun        = 60 (30+30)
Line 1,066: Line 1,085:
| input      = 623C
| input      = 623C
| images      = XV_chizuru_623a_ima.png
| images      = XV_chizuru_623a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_chizuru_623c_hb.png, XV_chizuru_623c2_hb.png
| damage      = 147 (90+60)
| damage      = 147 (90+60)
| guard      = Mid
| guard      = Mid
Line 1,072: Line 1,091:
| 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    = XV_placeholder.png
| 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    = 9
| startup    = 7
| active      = 7
| active      = 10
| recovery    =  
| recovery    = 52 (30 on ground)
| hitadv      = Hard Knockdown
| hitadv      = Hard KND (+38)
| blockadv    = -37
| blockadv    = -37 to -38
| invul      = Full Body: 1 to 14 (14 Frames)
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_236c_hb.png, XV_chizuru_236c2_hb.png, XV_chizuru_236c3_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 1,139: Line 1,158:
| startup    = 28
| 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    = XV_placeholder.png
| hitboxes    = XV_chizuru_236ac_hb.png, XV_chizuru_236ac2_hb.png
| damage      = 80
| damage      = 80
| guard      = High
| guard      = High
Line 1,161: Line 1,180:
| startup    = 20
| startup    = 20
| active      = 9
| active      = 9
| recovery    =  
| recovery    = 19
| hitadv      = Soft Knockdown
| hitadv      = Knockdown (+33)
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
Line 1,179: Line 1,198:
| input      = 2141236A
| input      = 2141236A
| images      = XV_chizuru_236236b_ima.png
| images      = XV_chizuru_236236b_ima.png
| hitboxes    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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    = XV_placeholder.png
| 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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand546+5+3-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midcommand557+31-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand5420-3-5-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Midcommand5619-4-6-70120


Far Standing Normals

far A

Chizuru Kagura
chizuru_fa
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 doneGuard DamageDamage done to the guard bar when blocked
25Midspecial648+3+1-3060


far B

Chizuru Kagura
chizuru_fb
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 doneGuard DamageDamage done to the guard bar when blocked
30Midcommand549+2+0-3060


far C

Chizuru Kagura
chizuru_fc
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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper9515+1-1-70120


far D

Chizuru Kagura
chizuru_fd
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-10717-3 (Close) to 3 (Max Range)-5 (Close) to 1 (Max Range)-70120


Crouch Normals

crouch A

Chizuru Kagura
chizuru_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand438+4+2-3060


crouch B

Chizuru Kagura
chizuru_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowsuper549+2+0-3060


crouch C

Chizuru Kagura
chizuru_2c
2C
2C
crouch C


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand6528-12-14-70120


crouch D

Chizuru Kagura
chizuru_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand7420Soft Knockdown-5-70120


jump normals

hop A

Chizuru Kagura
chizuru_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-431 on ground---3050


jump A

Chizuru Kagura
chizuru_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-531 on ground---3060


hop B

Chizuru Kagura
chizuru_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-6101 on ground---3050


jump B

Chizuru Kagura
chizuru_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-6121 on ground---3060


hop C

Chizuru Kagura
chizuru_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-681 on ground---70100


jump C

Chizuru Kagura
chizuru_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-6101 on ground---70120


hop D

Chizuru Kagura
chizuru_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-8101 on ground---70100


jump D

Chizuru Kagura
chizuru_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-8101 on ground---70120


rush moves

rush 1

Chizuru Kagura
chizuru_rush1
cl.AA
cl.AA
rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush64--6-8-30120 (60+60)


rush 2

Chizuru Kagura
chizuru_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush62--8-10-30180 (60+60+60)


Command normals

Jo Katsu Zheng Zheng

Chizuru Kagura
chizuru_6a
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 doneGuard DamageDamage done to the guard bar when blocked
70 [45]High [Mid]super [special]24 [16]318 [27]Hard Knockdown [-9]-2 [-11]-4080


Jo Katsu Cang Cang

Chizuru Kagura
chizuru_6b
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 doneGuard DamageDamage done to the guard bar when blocked
40Midspecial18 [20]614 [19]+1 [Hard Knockdown]-1 [-6]Low Physical Attack: 4 to 17 (14 Frames) [Low Physical Attack: 4 to 19 (16 Frames)]4080


Jo Katsu Cong Cong

Chizuru Kagura
chizuru_3d
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 doneGuard DamageDamage done to the guard bar when blocked
60Low[super]12 [15]1314 [15]-6~+6 [-7~5]-8~+4 [-9~3]-4060


Blowback

Blowback

Chizuru Kagura
chizuru_cd
CD
CD
Blowback

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial12624Wall Splat (Ground hit) / Soft Knockdown (Air hit)-7-100160


Shatterstrike

Chizuru Kagura
chizuru_236cd
236CD
236CD
Shatterstrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Mid-15627Crumple (Ground Hit) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Chizuru Kagura
chizuru_214cd
214CD
214CD
AdvanceStrike

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


hop CD

Chizuru Kagura
chizuru_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1291 on groundSoft Knockdown--80120


jump CD

Chizuru Kagura
chizuru_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1291 on groundSoft Knockdown--80140


Throws

Rei Getsu

Chizuru Kagura
chizuru_cthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110Hard KnockdownUnblockable-00


Kai Ten

Chizuru Kagura
chizuru_dthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110Hard KnockdownUnblockable-00


Specials

212 Katsu Otsu Shiki Choumon no Issin

22A

Chizuru Kagura
chizuru_22a
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-24416Hard Knockdown+1~+4-5050


22B

Chizuru Kagura
chizuru_22b
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-24417Hard KND (+43~+46)0~+3-5050


22C

Chizuru Kagura
chizuru_22c
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-24420Hard Knockdown-1~+2-5050


22D

Chizuru Kagura
chizuru_22d
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-30417Hard KND (+43~+46)0~+3-5050


22AC

Chizuru Kagura
chizuru_22ac
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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-11Active Until Landing18Soft Knockdown-12~+2Full Body Projectile: 10 to Clone landing050


22BD

Chizuru Kagura
chizuru_22bd
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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-11Active Until Landing18Soft Knockdown-12~+2Full Body Projectile: 10 to Clone landing050


212 Katsu Shinsoku no Norito (P)

214A

Chizuru Kagura
chizuru_214a
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 doneGuard DamageDamage done to the guard bar when blocked
70Mid-30[15]717Knockdown-3-5050


214C

Chizuru Kagura
chizuru_214c
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 doneGuard DamageDamage done to the guard bar when blocked
70Mid-30[14]714Knockdown (+33)0-5050


214AC

Chizuru Kagura
chizuru_214ac
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-29[12]714Soft Knockdown-1-050


212 Katsu Shinzoku no Norito Ten Zui (A/C)

214A~214A/C

Chizuru Kagura
chizuru_214a_214p
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 doneGuard DamageDamage done to the guard bar when blocked
40Mid-9933Soft Knockdown-21 (Close) to -13 (Max Range)-5050


214C~214A/C

Chizuru Kagura
chizuru_214c_214p
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 doneGuard DamageDamage done to the guard bar when blocked
40Mid-8928Soft Knockdown-16 (Close) to -8 (Max Range)-5050


214AC~214A/C

Chizuru Kagura
chizuru_214ac_214p
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-8920Soft Knockdown-8 (Close) to 0 (Max Range)-050


212 Katsu Shinsoku no Norito (K)

214B

Chizuru Kagura
chizuru_214b
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 doneGuard DamageDamage done to the guard bar when blocked
70Mid-31[16]618Hard Knockdown-3-5050


214D

Chizuru Kagura
chizuru_214d
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 doneGuard DamageDamage done to the guard bar when blocked
70Mid-31[14]615Hard KND (+44)0-5050


214BD

Chizuru Kagura
chizuru_214bd
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-29[12]615Soft Knockdown-1-050


212 Katsu Shinzoku no Norito Ten Zui (B/D)

214B~214B/D

Chizuru Kagura
chizuru_214b_214k
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 doneGuard DamageDamage done to the guard bar when blocked
40Midsuper11526Hard Knockdown-10-5050


214D~214B/D

Chizuru Kagura
chizuru_214d_214k
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 doneGuard DamageDamage done to the guard bar when blocked
40Midsuper10526Hard Knockdown / OTG-10-5050


214BD~214B/D

Chizuru Kagura
chizuru_214bd_214k
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 doneGuard DamageDamage done to the guard bar when blocked
40Mid-10522Hard Knockdown-6-0-


100 Katsu Tenjin no Kotowari

623A

Chizuru Kagura
chizuru_623a
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 doneGuard DamageDamage done to the guard bar when blocked
97 (50+50)Mid-7648Knockdown (+17)-32Full body against non-projectile air moves: 1 to 13 (13 frames)60 (30+30)80 (40+40)


623C

Chizuru Kagura
chizuru_623c
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 doneGuard DamageDamage done to the guard bar when blocked
147 (90+60)Midsuper (1)11656 (30 on ground)Soft Knockdown-40Full Body: 1 to 13 (13 Frames)60 (30+30)80 (40+40)


623AC

Chizuru Kagura
chizuru_623ac
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 doneGuard DamageDamage done to the guard bar when blocked
176 (50+30*5)Mid-71052 (30 on ground)Hard KND (+38)-37 to -38Full Body: 1 to 12 (12 Frames)0150 (20+30+20+30+20+30)


108 Katsu Tamayura no Shitsune

236A

Chizuru Kagura
chizuru_236a
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 doneGuard DamageDamage done to the guard bar when blocked
65Midsuper12919Soft Knockdown-9-4040


236C

Chizuru Kagura
chizuru_236c
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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper28919Hard Knockdown+4-70100


236AC

Chizuru Kagura
chizuru_236ac
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 doneGuard DamageDamage done to the guard bar when blocked
80High-20919Knockdown (+33)-2-080


Supers

Uramen 85 Katsu Reigi no Ishizue

2141236A

Chizuru Kagura
chizuru_2141236a
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 doneGuard DamageDamage done to the guard bar when blocked
150Midadvanced, climax141035Hard Knockdown-24Full Body: 1 to 3 (3 Frames)00


2141236C

Chizuru Kagura
chizuru_2141236c
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 doneGuard DamageDamage done to the guard bar when blocked
150Midadvanced, climax241035Hard Knockdown-24Full Body: 1 to 25 (25 Frames)00


2141236AC

Chizuru Kagura
chizuru_2141236ac
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 doneGuard DamageDamage done to the guard bar when blocked
300Midclimax141036Hard Knockdown-25Full Body: 1 to 17 (17 Frames)00


Uramen 1 Katsu San Rai no Fujin

236236B

Chizuru Kagura
chizuru_236236b
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 doneGuard DamageDamage done to the guard bar when blocked
150 ((10+15)*4+50)Mid-211 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (3) 10Hard Knockdown+18~+24Full Body: 1 to 3 (3 Frames)0-


236236D

Chizuru Kagura
chizuru_236236d
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 doneGuard DamageDamage done to the guard bar when blocked
150 ((10+15)*4+50)Mid-211 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (3) 10Hard Knockdown+18~+24Full Body: 1 to 3 (3 Frames)00


236236BD

Chizuru Kagura
chizuru_236236bd
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 doneGuard DamageDamage done to the guard bar when blocked
210 ((10+20)*4+20+20+50)Mid-181 (8) 1 (6) 1 (7) 1 (6) 1 (7) 1 (6) 1 (7) 1 (10) 1 (4) 1 (3) 30Hard Knockdown+18~+24Full Body: 1 (1 Frame)00


Climax super

2141236CD

Chizuru Kagura
chizuru_2141236cd
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 doneGuard DamageDamage done to the guard bar when blocked
458 (50+38*7+142) Min: 265Mid-191721Hard Knockdown-19Full Body: 1 to 35 (35 Frames)00