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The King of Fighters XV/Blue Mary/Data: Difference between revisions

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EMRaistlin (talk | contribs)
m added raw dmg
 
(28 intermediate revisions by 4 users not shown)
Line 7: Line 7:
| input      = cl.A
| input      = cl.A
| images      = XV_bluemary_cla_ima.png
| images      = XV_bluemary_cla_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_cla_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 3
| recovery    =  
| recovery    = 6
| hitadv      = +5
| hitadv      = +6
| blockadv    = +3
| blockadv    = +4
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 26: Line 26:
| input      = cl.B
| input      = cl.B
| images      = XV_bluemary_clb_ima.png
| images      = XV_bluemary_clb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_clb_hb.png
| damage      = 30
| damage      = 30
| guard      = Low
| guard      = Low
| cancel      = command
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 3
| recovery    =  
| recovery    = 9
| hitadv      = -1
| hitadv      = 3
| blockadv    = -3
| blockadv    = 1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 45: Line 45:
| input      = cl.C
| input      = cl.C
| images      = XV_bluemary_clc_ima.png
| images      = XV_bluemary_clc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_clc_hb.png, XV_bluemary_clc2_hb.png, XV_bluemary_clc3_hb.png
| damage      = 70 (35+35)
| damage      = 70 (35+35)
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 4
| startup    = 4
| active      =  
| active      = 2 (1) 2
| recovery    =  
| recovery    = 20
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
Line 64: Line 64:
| input      = cl.D
| input      = cl.D
| images      = XV_bluemary_cld_ima.png
| images      = XV_bluemary_cld_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_cld_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 15
| hitadv      = +2
| hitadv      = +2
| blockadv    = 0
| blockadv    = 0
Line 77: Line 77:
| guardDamage = 120
| guardDamage = 120
}}
}}


===Far Standing Normals===
===Far Standing Normals===
Line 85: Line 84:
| input      = A
| input      = A
| images      = XV_bluemary_fa_ima.png
| images      = XV_bluemary_fa_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_fa_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = special
| cancel      = special
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 10
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
Line 104: Line 103:
| input      = B
| input      = B
| images      = XV_bluemary_fb_ima.png
| images      = XV_bluemary_fb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_fb_hb.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 6
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 10
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
Line 123: Line 122:
| input      = C
| input      = C
| images      = XV_bluemary_fc_ima.png
| images      = XV_bluemary_fc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_fc_hb.png, XV_bluemary_fc2_hb.png
| damage      = 70 (35+35)
| damage      = 70 (35+35)
| guard      = Mid
| guard      = Mid
| cancel      = special
| cancel      = special
| startup    = 12
| startup    = 10
| active      =  
| active      = 7
| recovery    =  
| recovery    = 18
| hitadv      = -2
| hitadv      = -2
| blockadv    = -4
| blockadv    = -4
Line 142: Line 141:
| input      = D
| input      = D
| images      = XV_bluemary_fd_ima.png
| images      = XV_bluemary_fd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_fd_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 14
| startup    = 12
| active      =  
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      = Low Physical Attack: 9 to 15 (7 Frames)
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage = 120
Line 162: Line 161:
| input      = 2A
| input      = 2A
| images      = XV_bluemary_2a_ima.png
| images      = XV_bluemary_2a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_2a_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 5
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 6
| hitadv      = +5
| hitadv      = +5
| blockadv    = +3
| blockadv    = +3
Line 181: Line 180:
| input      = 2B
| input      = 2B
| images      = XV_bluemary_2b_ima.png
| images      = XV_bluemary_2b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_2b_hb.png
| damage      = 30
| damage      = 15
| guard      = Low
| guard      = Low
| cancel      = super
| cancel      = super
| startup    = 4
| startup    = 4
| active      =  
| active      = 4
| recovery    =  
| recovery    = 10
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 15
| guardDamage = 60
| guardDamage = 30
}}
}}


Line 200: Line 199:
| input      = 2C
| input      = 2C
| images      = XV_bluemary_2c_ima.png
| images      = XV_bluemary_2c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_2c_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 9
| startup    = 9
| active      =  
| active      = 4
| recovery    =  
| recovery    = 27
| hitadv      = -10
| hitadv      = -10 (Close) to -7 (Max Range)
| blockadv    = -12
| blockadv    = -12 (Close) to -9 (Max Range)
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 219: Line 218:
| input      = 2D
| input      = 2D
| images      = XV_bluemary_2d_ima.png
| images      = XV_bluemary_2d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_2d_hb.png
| damage      = 80
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      = special
| cancel      = special
| startup    = 8
| startup    = 8
| active      =  
| active      = 4
| recovery    =  
| recovery    = 25
| hitadv      =  
| hitadv      = SKD (20: Tech / 47: Non-tech)
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      =  
Line 242: Line 241:
| input      = h.A
| input      = h.A
| images      = XV_bluemary_ja_ima.png
| images      = XV_bluemary_ja_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_ha_hb.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 4
| startup    = 4
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 264: Line 263:
| input      = j.A
| input      = j.A
| images      = XV_bluemary_ja_ima.png
| images      = XV_bluemary_ja_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_ja_hb.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 4
| startup    = 4
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 286: Line 285:
| input      = h.B
| input      = h.B
| images      = XV_bluemary_jb_ima.png
| images      = XV_bluemary_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_hb_hb.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 6
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 308: Line 307:
| input      = j.B
| input      = j.B
| images      = XV_bluemary_jb_ima.png
| images      = XV_bluemary_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_jb_hb.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 8
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 330: Line 329:
| input      = h.C
| input      = h.C
| images      = XV_bluemary_jc_ima.png
| images      = XV_bluemary_jc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_hc_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 7
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 352: Line 351:
| input      = j.C
| input      = j.C
| images      = XV_bluemary_jc_ima.png
| images      = XV_bluemary_jc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_jc_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 7
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 374: Line 373:
| input      = h.D
| input      = h.D
| images      = XV_bluemary_jd_ima.png
| images      = XV_bluemary_jd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_hd_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 8
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 396: Line 395:
| input      = j.D
| input      = j.D
| images      = XV_bluemary_jd_ima.png
| images      = XV_bluemary_jd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_jd_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 8
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 409: Line 408:
| guardDamage = 120
| guardDamage = 120
}}
}}


===Command normals===
===Command normals===
Line 417: Line 415:
| input      = 6A
| input      = 6A
| images      = XV_bluemary_6a_ima.png
| images      = XV_bluemary_6a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_6a_hb.png, XV_bluemary_6a2_hb.png
| damage      = 70 [60]
| damage      = 70 [60]
| guard      = High [Mid]
| guard      = High [Mid]
| cancel      = super [special]
| cancel      = super [special]
| startup    = 22
| startup    = 22 [15]
| active      =  
| active      = 4
| recovery    =  
| recovery    = 19 [23]
| hitadv      = -2
| hitadv      = -2 [-6]
| blockadv    = -4
| blockadv    = -4 [-8]
| invul      =  
| invul      =  
| stun        = 60 [40]
| stun        = 60 [40]
Line 436: Line 434:
| input      = 4B
| input      = 4B
| images      = XV_bluemary_4b_ima.png
| images      = XV_bluemary_4b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_4b_hb.png, XV_bluemary_4b2_hb.png, XV_bluemary_4b3_hb.png, XV_bluemary_4b4_hb.png
| damage      = 50 (20+30)
| damage      = 90 (40+50) [50 (20+30)]
| guard      = Mid,Low
| guard      = Mid, Low [ [[The_King_of_Fighters_XV/Defense#Mid|Mid]] ]
| cancel      = special (2)
| cancel      = special (2)
| startup    = 14
| startup    = 14
| active      =  
| active      = 3 (17) 5
| recovery    =  
| recovery    = 26
| hitadv      = -10
| hitadv      = -10
| blockadv    = -12
| blockadv    = -12
Line 455: Line 453:
| input      = 3D
| input      = 3D
| images      = XV_bluemary_3d_ima.png
| images      = XV_bluemary_3d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_3d_hb.png
| damage      = 60
| damage      = 60
| guard      = Mid
| guard      = Mid
| cancel      = special
| cancel      = special
| startup    = 14
| startup    = 14
| active      =  
| active      = 5
| recovery    =  
| recovery    = 19
| hitadv      =  
| hitadv      = SKD (43: Tech / 70: Non-tech)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
Line 475: Line 473:
| input      = CD
| input      = CD
| images      = XV_bluemary_cd_ima.png
| images      = XV_bluemary_cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_cd_hb.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 15
| startup    = 15
| active      =  
| active      = 5
| recovery    =  
| recovery    = 22
| hitadv      =  
| hitadv      = Wall Splat - HKD (gnd) (73 to 89)
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
Line 494: Line 492:
| input      = 236CD
| input      = 236CD
| images      = XV_bluemary_236cd_ima.png
| images      = XV_bluemary_236cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_236cd_hb.png, XV_bluemary_236cd2_hb.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      =  
| hitadv      = Crumple - HKD (93)
| blockadv    = -10
| blockadv    = -10
| invul      =  
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Blue Mary | moveId = bluemary_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_bluemary_214cd_ima.png
| hitboxes    = XV_bluemary_214cd.png, XV_bluemary_214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


Line 516: Line 533:
| input      = h.CD
| input      = h.CD
| images      = XV_bluemary_jcd_ima.png
| images      = XV_bluemary_jcd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_hcd_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 17
| startup    = 17
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 538: Line 555:
| input      = j.CD
| input      = j.CD
| images      = XV_bluemary_jcd_ima.png
| images      = XV_bluemary_jcd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_jcd_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 17
| startup    = 17
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 552: Line 569:
}}
}}


===Rush===
====Rush 1====
{{MoveData-KOFXV | character = Blue Mary | moveId = bluemary_rush1
| name   = Rush 1
| header      = yes
| version   = c.AA
| orderId   = 1
| input   = c.AA
| images   = XV_bluemary_rush1_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 48 (25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| startup   = 5
| active   =
| recovery   =
| hitadv   = 0
| blockadv   = -2
| invul   =
| stun        = 30
| guardDamage = 120 (60+60)
}}
====Rush 2====
{{MoveData-KOFXV | character = Blue Mary | moveId = bluemary_rush2
| name   = Rush 2
| header      = no
| version   = c.AAX
| orderId   = 2
| input   = c.AAX
| images   = XV_bluemary_rush2_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 70 (25+25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| startup   = 10
| active   =
| recovery   =
| hitadv   = -11
| blockadv   = -13
| invul   =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}


===Throws===
===Throws===
Line 559: Line 620:
| input      = (close) 4/6C
| input      = (close) 4/6C
| images      = XV_bluemary_cthrow_ima.png
| images      = XV_bluemary_cthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_cthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (44)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 578: Line 639:
| input      = (close) 4/6D
| input      = (close) 4/6D
| images      = XV_bluemary_dthrow_ima.png
| images      = XV_bluemary_dthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_dthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      = HKD (33)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 602: Line 663:
| input      = [4]6B
| input      = [4]6B
| images      = XV_bluemary_46b_ima.png
| images      = XV_bluemary_46b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_46b_hb.png
| damage      = 80
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      = super
| cancel      = super
| startup    = 14
| startup    = 14
| active      =  
| active      = 10
| recovery    =  
| recovery    = 16
| hitadv      =  
| hitadv      = SKD (29: Tech / 56: Non-tech) - Close
| blockadv    = -7~+2
| blockadv    = -7 (Close) to 2 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
Line 624: Line 685:
| input      = [4]6D
| input      = [4]6D
| images      = XV_bluemary_46b_ima.png
| images      = XV_bluemary_46b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_46b_hb.png
| damage      = 60
| damage      = 60
| guard      = Low
| guard      = Low
| cancel      = super
| cancel      = super
| startup    = 18
| startup    = 18
| active      =  
| active      = 12
| recovery    =  
| recovery    = 21
| hitadv      = -12~-3  
| hitadv      = -12 (Close) to -3 (Max Range)
| blockadv    = -14~-4
| blockadv    = -14 (Close) to -4 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
Line 646: Line 707:
| input      = [4]6BD
| input      = [4]6BD
| images      = XV_bluemary_46b_ima.png
| images      = XV_bluemary_46b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_46bd_hb.png
| damage      = 80
| damage      = 80
| guard      = Low
| guard      = Low
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 14
| active      =  
| active      = 9
| recovery    =  
| recovery    = 32
| hitadv      = -10~-2
| hitadv      = -20 (Close) to -12 (Max Range)
| blockadv    = -20~-11
| blockadv    = -20 (Close) to -12 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 673: Line 734:
| active      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      =  
| hitadv      = HKD (28)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 692: Line 753:
| active      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      =  
| hitadv      = SKD (66: Tech / 110: Non-tech)
| blockadv    = -12
| blockadv    = -12
| invul      =  
| invul      =  
Line 707: Line 768:
| input      = 623B
| input      = 623B
| images      = XV_bluemary_623b_ima.png
| images      = XV_bluemary_623b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_623b_hb.png, XV_bluemary_623b2_hb.png
| damage      = 78 (40+40)
| damage      = 78 (40+40)
| guard      = Mid
| guard      = Mid
| cancel      = super (1)
| cancel      = super (1)
| startup    = 6
| startup    = 6
| active      =  
| active      = 11
| recovery    =  
| recovery    = 38 (12 on ground)
| hitadv      =  
| hitadv      = SKD (11: Tech / 51: Non-tech)
| blockadv    = -28
| blockadv    = -28
| invul      = Full body against non-projectile air moves: 1 to 7 (7 frames)
| invul      = Full body against non-projectile air moves: 1 to 7 (7 frames)
Line 729: Line 790:
| input      = 623D
| input      = 623D
| images      = XV_bluemary_623b_ima.png
| images      = XV_bluemary_623b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_623d_hb.png, XV_bluemary_623d2_hb.png
| damage      = 78 (40+40)
| damage      = 78 (40+40)
| guard      = Mid
| guard      = Mid
| cancel      = super (1)
| cancel      = super (1)
| startup    = 8
| startup    = 8
| active      =  
| active      = 18
| recovery    =  
| recovery    = 44 (19 on ground)
| hitadv      =  
| hitadv      = SKD (-2: Tech / 38: Non-tech)
| blockadv    = -41
| blockadv    = -41
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 100 (40+60)
| stun        = 100 (40+60)
| guardDamage = 120 (60+60)
| guardDamage = 120 (60+60)
Line 751: Line 812:
| input      = 623BD
| input      = 623BD
| images      = XV_bluemary_623b_ima.png
| images      = XV_bluemary_623b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_623bd_hb.png, XV_bluemary_623bd2_hb.png, XV_bluemary_623bd3_hb.png, XV_bluemary_623bd4_hb.png
| damage      = 176 (45+25*4+50)
| damage      = 176 (45+25*4+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 4
| startup    = 4
| active      =  
| active      = 5 (3) 2 (3) 2 (3) 2 (3) 3
| recovery    =  
| recovery    = 43 (16 on ground)
| hitadv      =  
| hitadv      = SKD (27: Tech / 67: Non-tech)
| blockadv    = -48
| blockadv    = -48
| invul      =  
| invul      = Full Body: 1 to 8 (8 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 120 (80+20+20)
| guardDamage = 120 (80+20+20)
}}
}}
===M.Snatcher===
===M.Snatcher===
====623D~623B/D====
====623D~B/D====
{{MoveData-KOFXV | character = Blue Mary | moveId = bluemary_623d_623k
{{MoveData-KOFXV | character = Blue Mary | moveId = bluemary_623d_623k
| name        = M.Snatcher  
| name        = M.Snatcher
| input      = 623D~623B/D
| header      = yes
| version    = D
| orderId    = 1
| input      = 623D~B/D
| images      = XV_bluemary_623d_623k_ima.png
| images      = XV_bluemary_623d_623k_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_placeholder.png
Line 777: Line 842:
| active      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      =  
| hitadv      = HKD (27)
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====623BD~B/D====
{{MoveData-KOFXV | character = Blue Mary | moveId = bluemary_623d_623bd
| name        = M.Snatcher
| header      = No
| version    = BD
| orderId    = 2
| input      = 623BD~B/D
| images      = XV_bluemary_623d_623k_ima.png
| hitboxes    = XV_placeholder.png
| damage      = 20+70
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      = HKD (27)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 783: Line 870:
| guardDamage = 0
| guardDamage = 0
}}
}}
===Spin Fall===
===Spin Fall===
====236A====
====236A====
Line 792: Line 880:
| input      = 236A
| input      = 236A
| images      = XV_bluemary_236a_ima.png
| images      = XV_bluemary_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_236a_hb.png, XV_bluemary_236a2_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 25
| startup    = 25
| active      =  
| active      = 3
| recovery    =  
| recovery    = 19
| hitadv      = +1~+3
| hitadv      = +1~+3
| blockadv    = -3~-2
| blockadv    = -3 (Close) to -1 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
Line 814: Line 902:
| input      = 236C
| input      = 236C
| images      = XV_bluemary_236a_ima.png
| images      = XV_bluemary_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_236c_hb.png, XV_bluemary_236c2_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 24
| startup    = 24
| active      =  
| active      = 4
| recovery    =  
| recovery    = 23
| hitadv      = -3~-1
| hitadv      = -3 (Close) to -1 (Max Range)
| blockadv    = -7~-5
| blockadv    = -7 (Close) to -5 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
Line 836: Line 924:
| input      = 236AC
| input      = 236AC
| images      = XV_bluemary_236a_ima.png
| images      = XV_bluemary_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_236ac_hb.png, XV_bluemary_236ac2_hb.png, XV_bluemary_236ac3_hb.png, XV_bluemary_236ac4_hb.png
| damage      = 107 (60+50)
| damage      = 107 (60+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 22
| hitadv      = Bounce (+?)
| hitadv      = Ground Bounce - HKD (68)
| blockadv    = -9~-6  
| blockadv    = -9 (Close) to -6 (Max Range)
| invul      =  
| invul      = Low Feet/Ankle Strike: 1 to 22 ( 22 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 120 (60+60)
| guardDamage = 120 (60+60)
}}
}}
===M.Spider===
===M.Spider===
====236C~236A/C====
====236C~236A/C====
Line 862: Line 951:
| active      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      =  
| hitadv      = HKD (38)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 877: Line 966:
| input      = 214A
| input      = 214A
| images      = XV_bluemary_214a_ima.png
| images      = XV_bluemary_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_214a_hb.png
| damage      = 0
| damage      = 0
| guard      = N/A
| guard      = N/A
Line 883: Line 972:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 46 (Total Frames)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 17 (14 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 899: Line 988:
| input      = 214C
| input      = 214C
| images      = XV_bluemary_214a_ima.png
| images      = XV_bluemary_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_214a_hb.png
| damage      = 0
| damage      = 0
| guard      = N/A
| guard      = N/A
Line 905: Line 994:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 46 (Total Frames)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 17 (14 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 921: Line 1,010:
| input      = 214AC
| input      = 214AC
| images      = XV_bluemary_214a_ima.png
| images      = XV_bluemary_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_214ac_hb.png
| damage      = 0
| damage      = 0
| guard      = N/A
| guard      = N/A
Line 927: Line 1,016:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 46 (Total Frames)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 1 to 10 (10 Frames) / Full Strike: 11 to 30 (20 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}
===Backdrop Real===
===Backdrop Real===
====Backdrop Real====
====Backdrop Real====
Line 943: Line 1,033:
| input      = 214A/C~236A/C
| input      = 214A/C~236A/C
| images      = XV_bluemary_214a_236p_ima.png
| images      = XV_bluemary_214a_236p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_214a_236p_hb.png
| damage      = 140
| damage      = 140
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 35
| hitadv      =  
| hitadv      = HKD (35)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 965: Line 1,055:
| input      = 214AC~236A/C
| input      = 214AC~236A/C
| images      = XV_bluemary_214a_236ac_ima.png
| images      = XV_bluemary_214a_236ac_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_214ac_236p_hb.png
| damage      = 160 (80+80)
| damage      = 160 (80+80)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 2
| recovery    =  
| recovery    = 27
| hitadv      =  
| hitadv      = HKD (+40)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 1 to 2 (2 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 988: Line 1,078:
| input      = 623A
| input      = 623A
| images      = XV_bluemary_623a_ima.png
| images      = XV_bluemary_623a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_623a_hb.png
| damage      = 120 (40+80)
| damage      = 120 (40+80)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 25
| startup    = 25
| active      =  
| active      = 4
| recovery    =  
| recovery    = 29
| hitadv      =  
| hitadv      = HKD (39)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 1,010: Line 1,100:
| input      = 623C
| input      = 623C
| images      = XV_bluemary_623c_ima.png
| images      = XV_bluemary_623c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_623c_hb.png
| damage      = 120 (40+80)
| damage      = 120 (40+80)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 27
| startup    = 27
| active      =  
| active      = 6
| recovery    =  
| recovery    = 29
| hitadv      =  
| hitadv      = HKD (39)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 1,032: Line 1,122:
| input      = 623AC
| input      = 623AC
| images      = XV_bluemary_623c_ima.png
| images      = XV_bluemary_623c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_623ac_hb.png, XV_bluemary_623ac2_hb.png
| damage      = 150 (50+100)
| damage      = 150 (50+100)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 20
| startup    = 20
| active      =  
| active      = 8
| recovery    =  
| recovery    = 27
| hitadv      =  
| hitadv      = HKD (39)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Projectile Invincibility: 1 to 30 (30 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,056: Line 1,146:
| input      = 6321463214B
| input      = 6321463214B
| images      = XV_bluemary_6321463214b_ima.png
| images      = XV_bluemary_6321463214b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_6321463214b_hb.png
| damage      = 200
| damage      = 200
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 3
| startup    = 3
| active      =  
| active      = 2
| recovery    =  
| recovery    = 60
| hitadv      =  
| hitadv      = HKD (20)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 1 to 4 (4 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,078: Line 1,168:
| input      = 6321463214D
| input      = 6321463214D
| images      = XV_bluemary_6321463214b_ima.png
| images      = XV_bluemary_6321463214b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_6321463214b_hb.png
| damage      = 200
| damage      = 200
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 3
| startup    = 3
| active      =  
| active      = 2
| recovery    =  
| recovery    = 60
| hitadv      =  
| hitadv      = HKD (20)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 1 to 4 (4 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,100: Line 1,190:
| input      = 6321463214BD
| input      = 6321463214BD
| images      = XV_bluemary_6321463214b_ima.png
| images      = XV_bluemary_6321463214b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_6321463214bd_hb.png
| damage      = 340
| damage      = 340
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 2
| recovery    =  
| recovery    = 49
| hitadv      =  
| hitadv      = HKD (32)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,123: Line 1,213:
| input      = 2363214A
| input      = 2363214A
| images      = XV_bluemary_236214a_ima.png
| images      = XV_bluemary_236214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_236214a_hb.png
| damage      = 181 (0+20*3+35+17*3+35)
| damage      = 181 (0+20*3+35+17*3+35)
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 11
| startup    = 11
| active      =  
| active      = 11
| recovery    =  
| recovery    = 34
| hitadv      =  
| hitadv      = HKD (34)
| blockadv    = -13
| blockadv    = -13
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 6 (3 Frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,145: Line 1,235:
| input      = 2363214C
| input      = 2363214C
| images      = XV_bluemary_236214a_ima.png
| images      = XV_bluemary_236214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_236214c_hb.png, XV_bluemary_236214c2_hb.png
| damage      = 181 (0+20*3+35+17*3+35)
| damage      = 181 (0+20*3+35+17*3+35)
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 11
| startup    = 11
| active      =  
| active      = 11
| recovery    =  
| recovery    = 34
| hitadv      =  
| hitadv      = HKD (34)
| blockadv    = -13
| blockadv    = -13
| invul      =  
| invul      = Full Body: 1 to 14 (14 Frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 1,167: Line 1,257:
| input      = 2363214AC
| input      = 2363214AC
| images      = XV_bluemary_236214a_ima.png
| images      = XV_bluemary_236214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_236214ac_hb.png, XV_bluemary_236214ac2_hb.png
| damage      = 335 (0+15+30+15+25+15+30+15+30+10*6+100) Min: 185
| damage      = 335 (0+15+30+15+25+15+30+15+30+10*6+100) Min: 185
| guard      = Mid
| guard      = Mid
| cancel      = climax
| cancel      = climax
| startup    = 6
| startup    = 6
| active      =  
| active      = 13
| recovery    =  
| recovery    = 45
| hitadv      =  
| hitadv      = HKD (45)
| blockadv    = -18
| blockadv    = -18
| invul      =  
| invul      = Full Body: 1 to 7 (7 Frames) Projectile Invincibility: 8 to 11 (4 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,187: Line 1,277:
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_bluemary_214236CD_ima.png
| images      = XV_bluemary_214236CD_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_bluemary_214236CD_hb.png
| damage      = 440 (100+142+18*3+144) Min: 255
| damage      = 440 (100+142+18*3+144) Min: 255
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 10
| recovery    =  
| recovery    = 60 (33 on ground)
| hitadv      =  
| hitadv      = HKD (22)
| blockadv    = -51
| blockadv    = -51
| invul      =  
| invul      = Full Body: 1 to 7 (7 Frames) / Full Strike: 8 to 14 (7 Frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  

Latest revision as of 20:06, 3 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Blue Mary
bluemary_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
25Midcommand436+6+4-3060


close B

Blue Mary
bluemary_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
30Lowcommand53931-3060


close C

Blue Mary
bluemary_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
70 (35+35)Midcommand42 (1) 220-1-3-70 (35+35)120 (60+60)


close D

Blue Mary
bluemary_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
80Midcommand5415+20-70120


Far Standing Normals

far A

Blue Mary
bluemary_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
25Midspecial5410+1-1-3060


far B

Blue Mary
bluemary_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
30Midsuper6410+1-1-3060


far C

Blue Mary
bluemary_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
70 (35+35)Midspecial10718-2-4-70 (35+35)120 (60+60)


far D

Blue Mary
bluemary_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
80Midsuper12420-3-5Low Physical Attack: 9 to 15 (7 Frames)70120


Crouch Normals

crouch A

Blue Mary
bluemary_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
25Midcommand546+5+3-3060


crouch B

Blue Mary
bluemary_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
15Lowsuper4410+1-1-1530


crouch C

Blue Mary
bluemary_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
70Midcommand9427-10 (Close) to -7 (Max Range)-12 (Close) to -9 (Max Range)-70120


crouch D

Blue Mary
bluemary_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
80Lowspecial8425SKD (20: Tech / 47: Non-tech)-10-70120


jump normals

hop A

Blue Mary
bluemary_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-471 on ground---3050


jump A

Blue Mary
bluemary_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-491 on ground---3060


hop B

Blue Mary
bluemary_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-661 on ground---3050


jump B

Blue Mary
bluemary_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-681 on ground---3060


hop C

Blue Mary
bluemary_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-771 on ground---70100


jump C

Blue Mary
bluemary_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-791 on ground---70120


hop D

Blue Mary
bluemary_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-871 on ground---70100


jump D

Blue Mary
bluemary_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-891 on ground---70120


Command normals

Hammer Arch

Blue Mary
bluemary_6a
6A
6A
Hammer Arch

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 [60]High [Mid]super [special]22 [15]419 [23]-2 [-6]-4 [-8]-60 [40]80 [60]


Double Rolling

Blue Mary
bluemary_4b
4B
4B
Double Rolling



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 (40+50) [50 (20+30)]Mid, Low [ Mid ]special (2)143 (17) 526-10-12-70 (30+40)80 (40+40)


Climbing Arrow

Blue Mary
bluemary_3d
3D
3D
Climbing Arrow
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
60Midspecial14519SKD (43: Tech / 70: Non-tech)-5-6080


Blowback

Blowback

Blue Mary
bluemary_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
75Midcommand15522Wall Splat - HKD (gnd) (73 to 89)-4-100160


Shatterstrike

Blue Mary
bluemary_236cd
236CD
236CD
Shatterstrike

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


AdvanceStrike

Blue Mary
bluemary_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

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


jump CD

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


Rush

Rush 1

Blue Mary
bluemary_rush1
c.AA
c.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)MidRush5--0-2-30120 (60+60)


Rush 2

Blue Mary
bluemary_rush2
c.AAX
c.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)MidRush10---11-13-30180 (60+60+60)


Throws

Lock Kick

Blue Mary
bluemary_cthrow
(close) 4/6C
(close) 4/6C
Lock Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (44)Unblockable-00


Viktor Throw

Blue Mary
bluemary_dthrow
(close) 4/6D
(close) 4/6D
Viktor Throw
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (33)Unblockable-00


Specials

Straight Slicer

[4]6B

Blue Mary
bluemary_46b
[4]6B
[4]6B
Straight Slicer
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Lowsuper141016SKD (29: Tech / 56: Non-tech) - Close-7 (Close) to 2 (Max Range)-6080


[4]6D

Blue Mary
bluemary_46d
[4]6D
[4]6D
Straight Slicer
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
60Lowsuper181221-12 (Close) to -3 (Max Range)-14 (Close) to -4 (Max Range)-6080


[4]6BD

Blue Mary
bluemary_46bd
[4]6BD
[4]6BD
Straight Slicer
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Low-14932-20 (Close) to -12 (Max Range)-20 (Close) to -12 (Max Range)-0100


Crab Clutch

[4]6D~236B/D

Blue Mary
bluemary_46d_236k
[4]6D~236B/D
[4]6D~236B/D
Crab Clutch
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
60N/A----HKD (28)--00


Stun Fang

[4]6BD~236A/C

Blue Mary
bluemary_46bd_236p
[4]6BD~236A/C
[4]6BD~236A/C
Stun Fang
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
64 (8*8+10)Mid-11--SKD (66: Tech / 110: Non-tech)-12-0<60


Vertical Arrow

623B

Blue Mary
bluemary_623b
623B
623B
Vertical Arrow

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
78 (40+40)Midsuper (1)61138 (12 on ground)SKD (11: Tech / 51: Non-tech)-28Full body against non-projectile air moves: 1 to 7 (7 frames)80 (40+40)120 (60+60)


623D

Blue Mary
bluemary_623d
623D
623D
Vertical Arrow

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
78 (40+40)Midsuper (1)81844 (19 on ground)SKD (-2: Tech / 38: Non-tech)-41Full Body: 1 to 11 (11 Frames)100 (40+60)120 (60+60)


623BD

Blue Mary
bluemary_623bd
623BD
623BD
Vertical Arrow



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 (45+25*4+50)Mid-45 (3) 2 (3) 2 (3) 2 (3) 343 (16 on ground)SKD (27: Tech / 67: Non-tech)-48Full Body: 1 to 8 (8 Frames)0120 (80+20+20)


M.Snatcher

623D~B/D

Blue Mary
bluemary_623d_623k
623D~B/D
623D~B/D
M.Snatcher
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20+40N/A----HKD (27)--00


623BD~B/D

Blue Mary
bluemary_623d_623bd
623BD~B/D
623BD~B/D
M.Snatcher
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
20+70N/A----HKD (27)--00


Spin Fall

236A

Blue Mary
bluemary_236a
236A
236A
Spin Fall

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-25319+1~+3-3 (Close) to -1 (Max Range)-6080


236C

Blue Mary
bluemary_236c
236C
236C
Spin Fall

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-24423-3 (Close) to -1 (Max Range)-7 (Close) to -5 (Max Range)-6080


236AC

Blue Mary
bluemary_236ac
236AC
236AC
Spin Fall



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
107 (60+50)Mid-15622Ground Bounce - HKD (68)-9 (Close) to -6 (Max Range)Low Feet/Ankle Strike: 1 to 22 ( 22 Frames)0120 (60+60)


M.Spider

236C~236A/C

Blue Mary
bluemary_236c_236p
236C~236A/C
236C~236A/C
M.Spider
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
60N/A----HKD (38)--00


Real Counter

214A

Blue Mary
bluemary_214a
214A
214A
Real Counter
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
0N/A---46 (Total Frames)--Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 17 (14 Frames)00


214C

Blue Mary
bluemary_214c
214C
214C
Real Counter
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
0N/A---46 (Total Frames)--Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 17 (14 Frames)00


214AC

Blue Mary
bluemary_214ac
214AC
214AC
Real Counter
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
0N/A---46 (Total Frames)--Full Body: 1 to 10 (10 Frames) / Full Strike: 11 to 30 (20 Frames)00


Backdrop Real

Backdrop Real

Blue Mary
bluemary_214p_236p
214A/C~236A/C
214A/C~236A/C
Backdrop Real
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
140N/A-1135HKD (35)UnblockableFull Body: 1 (1 Frame)00


Backdrop Real

Blue Mary
bluemary_214ac_236p
214AC~236A/C
214AC~236A/C
Backdrop Real
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
160 (80+80)N/A-1227HKD (+40)UnblockableFull Body: 1 to 2 (2 Frames)00


M.Breaker

623A

Blue Mary
bluemary_623a
623A
623A
M.Breaker
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (40+80)N/A-25429HKD (39)Unblockable-00


623C

Blue Mary
bluemary_623c
623C
623C
M.Breaker
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (40+80)N/A-27629HKD (39)Unblockable-00


623AC

Blue Mary
bluemary_623ac
623AC
623AC
M.Breaker

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 (50+100)N/A-20827HKD (39)UnblockableProjectile Invincibility: 1 to 30 (30 Frames)00


Supers

M.Typhoon

6321463214B

Blue Mary
bluemary_6321463214b
6321463214B
6321463214B
M.Typhoon
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200N/A-3260HKD (20)UnblockableFull Body: 1 to 4 (4 Frames)00


6321463214D

Blue Mary
bluemary_6321463214d
6321463214D
6321463214D
M.Typhoon
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200N/A-3260HKD (20)UnblockableFull Body: 1 to 4 (4 Frames)00


6321463214BD

Blue Mary
bluemary_6321463214bd
6321463214BD
6321463214BD
M.Typhoon
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
340N/A-1249HKD (32)UnblockableFull Body: 1 to 3 (3 Frames)00


M.Splash Rose

2363214A

Blue Mary
bluemary_2363214a
2363214A
2363214A
M.Splash Rose
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
181 (0+20*3+35+17*3+35)Midadvanced, climax111134HKD (34)-13Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 6 (3 Frames)--


2363214C

Blue Mary
bluemary_2363214c
2363214C
2363214C
M.Splash Rose

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
181 (0+20*3+35+17*3+35)Midadvanced, climax111134HKD (34)-13Full Body: 1 to 14 (14 Frames)--


2363214AC

Blue Mary
bluemary_2363214ac
2363214AC
2363214AC
M.Splash Rose

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
335 (0+15+30+15+25+15+30+15+30+10*6+100) Min: 185Midclimax61345HKD (45)-18Full Body: 1 to 7 (7 Frames) Projectile Invincibility: 8 to 11 (4 Frames)00


Climax super

M.Dynamite Swing

Blue Mary
bluemary_2141236cd
2141236CD
2141236CD
M.Dynamite Swing
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
440 (100+142+18*3+144) Min: 255Mid-61060 (33 on ground)HKD (22)-51Full Body: 1 to 7 (7 Frames) / Full Strike: 8 to 14 (7 Frames)--