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

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Line 6: Line 6:
| input   = cl.A
| input   = cl.A
| images   = XV_dolores_cla_ima.png
| images   = XV_dolores_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_cla_hb.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 12: Line 12:
| startup   = 4
| startup   = 4
| active   = 3
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   = +5
| hitadv   = +5
| blockadv   = +3
| blockadv   = +3
Line 25: Line 25:
| input   = cl.B
| input   = cl.B
| images   = XV_dolores_clb_ima.png
| images   = XV_dolores_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_clb_hb.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Y
| cancel   = Y
| startup   = command
| startup   = 5
| active   = 3
| active   = 3
| recovery   =  
| recovery   = 10
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 44: Line 44:
| input   = cl.C
| input   = cl.C
| images   = XV_dolores_clc_ima.png
| images   = XV_dolores_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_clc_hb.png, XV_dolores_clc2_hb.png
| damage   = 70 (40+30)
| damage   = 70 (40+30)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 50: Line 50:
| startup   = 5
| startup   = 5
| active   = 2 (4) 2
| active   = 2 (4) 2
| recovery   =  
| recovery   = 19
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 63: Line 63:
| input   = cl.D
| input   = cl.D
| images   = XV_dolores_cld_ima.png
| images   = XV_dolores_cld_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_cld_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 69: Line 69:
| startup   = 6
| startup   = 6
| active   = 6
| active   = 6
| recovery   =  
| recovery   = 18
| hitadv   = -3
| hitadv   = -3
| blockadv   = -5
| blockadv   = -5
Line 83: Line 83:
| input   = f.A
| input   = f.A
| images   = XV_dolores_fa_ima.png
| images   = XV_dolores_fa_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_fa_hb.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 89: Line 89:
| startup   = 5
| startup   = 5
| active   = 5
| active   = 5
| recovery   =  
| recovery   = 10
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 102: Line 102:
| input   = f.B
| input   = f.B
| images   = XV_dolores_fb_ima.png
| images   = XV_dolores_fb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_fb_hb.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 108: Line 108:
| startup   = 6
| startup   = 6
| active   = 4
| active   = 4
| recovery   =  
| recovery   = 12
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
Line 121: Line 121:
| input   = f.C
| input   = f.C
| images   = XV_dolores_fc_ima.png
| images   = XV_dolores_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_fc_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 127: Line 127:
| startup   = 9
| startup   = 9
| active   = 4
| active   = 4
| recovery   =  
| recovery   = 22
| hitadv   = -5
| hitadv   = -5
| blockadv   = -7
| blockadv   = -7
Line 140: Line 140:
| input   = f.D
| input   = f.D
| images   = XV_dolores_fd_ima.png
| images   = XV_dolores_fd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_fd_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 146: Line 146:
| startup   = 10
| startup   = 10
| active   = 4
| active   = 4
| recovery   =  
| recovery   = 21
| hitadv   = -4
| hitadv   = -4
| blockadv   = -6
| blockadv   = -6
Line 160: Line 160:
| input   = 2A
| input   = 2A
| images   = XV_dolores_2a_ima.png
| images   = XV_dolores_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_2a_hb.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 166: Line 166:
| startup   = 4
| startup   = 4
| active   = 4
| active   = 4
| recovery   =  
| recovery   = 7
| hitadv   = +4
| hitadv   = +4
| blockadv   = +2
| blockadv   = +2
Line 179: Line 179:
| input   = 2B
| input   = 2B
| images   = XV_dolores_2b_ima.png
| images   = XV_dolores_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_2b_hb.png
| damage   = 30
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   = 6
| active   = 6
| recovery   =  
| recovery   = 7
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
| invul   = N/A
| invul   = N/A
| stun        = 30
| stun        = 15
| guardDamage = 60
| guardDamage = 30
}}
}}


Line 198: Line 198:
| input   = 2C
| input   = 2C
| images   = XV_dolores_2c_ima.png
| images   = XV_dolores_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_2c_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 204: Line 204:
| startup   = 6
| startup   = 6
| active   = 5
| active   = 5
| recovery   =  
| recovery   = 23
| hitadv   = -7
| hitadv   = -7
| blockadv   = -9
| blockadv   = -9
Line 217: Line 217:
| input   = 2D
| input   = 2D
| images   = XV_dolores_2d_ima.png
| images   = XV_dolores_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_2d_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
Line 223: Line 223:
| startup   = 8
| startup   = 8
| active   = 5
| active   = 5
| recovery   =  
| recovery   = 20
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
| blockadv   = -6
| blockadv   = -6
Line 240: Line 240:
| input   = h.A
| input   = h.A
| images   = XV_dolores_ja_ima.png
| images   = XV_dolores_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_ja_hb.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 4
| active   = 5
| active   = 5
| recovery   = (Until Landing) + 1
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 261: Line 261:
| input   = j.A
| input   = j.A
| images   = XV_dolores_ja_ima.png
| images   = XV_dolores_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_ja_hb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 4
| active   = 7
| active   = 7
| recovery   = (Until Landing) + 1
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 283: Line 283:
| input   = h.B
| input   = h.B
| images   = XV_dolores_jb_ima.png
| images   = XV_dolores_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_hb_hb.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
Line 289: Line 289:
| startup   = 6
| startup   = 6
| active   = 12
| active   = 12
| recovery   = (Until Landing) + 1
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 304: Line 304:
| input   = j.B
| input   = j.B
| images   = XV_dolores_jb_ima.png
| images   = XV_dolores_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_jb_hb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
Line 310: Line 310:
| startup   = 6
| startup   = 6
| active   = 14
| active   = 14
| recovery   = (Until Landing) + 1
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 327: Line 327:
| input   = h.C
| input   = h.C
| images   = XV_dolores_jc_ima.png
| images   = XV_dolores_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_jc_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
Line 333: Line 333:
| startup   = 10
| startup   = 10
| active   = 5
| active   = 5
| recovery   = (Until Landing) + 1
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 348: Line 348:
| input   = j.C
| input   = j.C
| images   = XV_dolores_jc_ima.png
| images   = XV_dolores_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_jc_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
Line 354: Line 354:
| startup   = 10
| startup   = 10
| active   = 7
| active   = 7
| recovery   = (Until Landing) + 1
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 369: Line 369:
| input   = h.D
| input   = h.D
| images   = XV_dolores_jd_ima.png
| images   = XV_dolores_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_hd_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
Line 375: Line 375:
| startup   = 8
| startup   = 8
| active   = 4
| active   = 4
| recovery   = (Until Landing) + 1
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 391: Line 391:
| input   = j.D
| input   = j.D
| images   = XV_dolores_jd_ima.png
| images   = XV_dolores_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_jd_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
Line 397: Line 397:
| startup   = 8
| startup   = 8
| active   = 5
| active   = 5
| recovery   = (Until Landing) + 1
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 413: Line 413:
| orderId   = 1
| orderId   = 1
| input   = cl.AA
| input   = cl.AA
| images   = XV_placeholder.png
| images   = XV_dolores_rush1_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 48 (25+25)
| damage   = 48 (25+25)
Line 427: Line 427:
| guardDamage = 120 (60+60)
| guardDamage = 120 (60+60)
}}
}}
====Rush 2====
====Rush 2====
{{MoveData-KOFXV | character = Dolores | moveId = dolores_rush2
{{MoveData-KOFXV | character = Dolores | moveId = dolores_rush2
Line 434: Line 435:
| orderId   = 2
| orderId   = 2
| input   = cl.AAX
| input   = cl.AAX
| images   = XV_placeholder.png
| images   = XV_dolores_rush2_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 22
| damage   = 22
Line 455: Line 456:
| input   = 6A
| input   = 6A
| images   = XV_dolores_6a_ima.png
| images   = XV_dolores_6a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_6a_hb.png, XV_dolores_6a_cancel_hb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]] [ [[The_King_of_Fighters_XV/Defense#Mid|Mid]] ]
| cancel   = special
| cancel   = special
| startup   = 12 [10]
| startup   = 24 [10]
| active   = 4
| active   = 4
| recovery   =  
| recovery   = 17 [21]
| hitadv   = 0 [-4]
| hitadv   = 0 [-4]
| blockadv   = -2 [-6]
| blockadv   = -2 [-6]
Line 474: Line 475:
| input   = Close D>C
| input   = Close D>C
| images   = XV_dolores_dc_ima.png
| images   = XV_dolores_dc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_dc_hb.png
| damage   = 127 (80+50)
| damage   = 127 (80+50)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special(2)
| cancel   = special(2)
| startup   = 10
| startup   = 9
| active   = 4
| active   = 4
| recovery   =  
| recovery   = 22
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
| blockadv   = -13
| blockadv   = -13
Line 494: Line 495:
| input   = CD
| input   = CD
| images   = XV_dolores_cd_ima.png
| images   = XV_dolores_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_cd_hb.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 500: Line 501:
| startup   = 14
| startup   = 14
| active   = 4
| active   = 4
| recovery   =  
| recovery   = 26
| hitadv   = Wall Spalt (Ground hit) / Soft Knockdown (Air hit)
| hitadv   = Wall Spalt (Ground hit) / Soft Knockdown (Air hit)
| blockadv   = -7
| blockadv   = -7
Line 513: Line 514:
| input   = 236CD
| input   = 236CD
| images   = XV_dolores_236cd_ima.png
| images   = XV_dolores_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_236cd_hb.png, XV_dolores_236cd2_hb.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 519: Line 520:
| startup   = 15
| startup   = 15
| active   = 6
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   = Crumple (Ground Hit) / Wall Bounce (Air hit)
| hitadv   = Crumple (Ground Hit) / Wall Bounce (Air hit)
| blockadv   = -10
| blockadv   = -10
Line 525: Line 526:
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Dolores | moveId = dolores_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_dolores_214cd_ima.png
| hitboxes    = XV_dolores_214cd_hb.png, XV_dolores_214cd2_hb.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


Line 535: Line 555:
| input   = h.CD
| input   = h.CD
| images   = XV_dolores_jcd_ima.png
| images   = XV_dolores_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_jcd_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 541: Line 561:
| startup   = 17
| startup   = 17
| active   = 5
| active   = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
Line 557: Line 577:
| input   = j.CD
| input   = j.CD
| images   = XV_dolores_jcd_ima.png
| images   = XV_dolores_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_jcd_hb.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 563: Line 583:
| startup   = 17
| startup   = 17
| active   = 7
| active   = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
Line 577: Line 597:
| input   = 4/6C
| input   = 4/6C
| images   = XV_dolores_cthrow_ima.png
| images   = XV_dolores_cthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_cthrow_hb.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 1
| startup   = 1
| active   =  
| active   = 1
| recovery   =  
| recovery   = 0
| hitadv   = Hard Knockdown (+64)
| hitadv   = Hard Knockdown (+64)
| blockadv   = Unblockable
| blockadv   = Unblockable
Line 596: Line 616:
| input   = 4/6D
| input   = 4/6D
| images   = XV_dolores_dthrow_ima.png
| images   = XV_dolores_dthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_dolores_dthrow_hb.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 1
| startup   = 1
| active   =  
| active   = 1
| recovery   =  
| recovery   = 0
| hitadv   = Hard Knockdown (+58)
| hitadv   = Hard Knockdown (+58)
| blockadv   = Unblockable
| blockadv   = Unblockable
Line 626: Line 646:
| startup    = 20
| startup    = 20
| active      = 2
| active      = 2
| recovery    =  
| recovery    = 32
| hitadv      = Hard Knockdown (+55)
| hitadv      = Hard Knockdown (+55)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 646: Line 666:
| guard      = N/A
| guard      = N/A
| cancel      = super
| cancel      = super
| startup    = 25
| startup    = 20
| active      = 2
| active      = 2
| recovery    =  
| recovery    = 32
| hitadv      = Hard Knockdown (+55)
| hitadv      = Hard Knockdown (+55)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 670: Line 690:
| startup    = 20
| startup    = 20
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 27
| hitadv      = Juggles
| hitadv      = Launches (else HKD +84)
| blockadv    = -18
| blockadv    = -18
| invul      =  
| invul      =  
Line 692: Line 712:
| cancel      = super
| cancel      = super
| startup    = 14
| startup    = 14
| active      = 4
| active      = 8 (First 4 frames are active. Second 4 frames are active when the opponent is in hit state.)
| recovery    =  
| recovery    = 18
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (41: Tech / 68: Non-tech)
| blockadv    = -1
| blockadv    = -1
| invul      =  
| invul      =  
Line 713: Line 733:
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 22
| startup    = 20
| active      = 4
| active      = 6
| recovery    =  
| recovery    = 26
| hitadv      = -4
| hitadv      = -2
| blockadv    = -6
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
Line 731: Line 751:
| input      = 236AC
| input      = 236AC
| images      = XV_dolores_236a_ima.png
| images      = XV_dolores_236a_ima.png
| hitboxes    = XV_dolores_236ac.png
| hitboxes    = XV_dolores_236ac.png, XV_dolores_236ac2.png
| damage      = 97 (50+50)
| damage      = 97 (50+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 20
| startup    = 20
| active      = 8
| active      = 6 (9) 6
| recovery    =  
| recovery    = 17
| hitadv      = Juggle (+?) Soft Knockdown
| hitadv      = Launches - Soft Knockdown (43: Tech / 70 Non-tech)
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
Line 759: Line 779:
| cancel      = super
| cancel      = super
| startup    = 24
| startup    = 24
| active      = 4
| active      = 6
| recovery    =  
| recovery    = 18
| hitadv      = +3
| hitadv      = +3
| blockadv    = +3
| blockadv    = +3
Line 780: Line 800:
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 28
| startup    = 24
| active      = 4
| active      = 6
| recovery    =  
| recovery    = 17
| hitadv      = +2
| hitadv      = +4
| blockadv    = +2
| blockadv    = +4
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
Line 798: Line 818:
| input      = 236BD
| input      = 236BD
| images      = XV_dolores_236b_ima.png
| images      = XV_dolores_236b_ima.png
| hitboxes    = XV_dolores_236bd.png
| hitboxes    = XV_dolores_236bd.png, XV_dolores_236bd2.png
| damage      = 97(50+47)
| damage      = 97(50+47)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 20
| startup    = 20
| active      = 8
| active      = 6 (9) 6
| recovery    =  
| recovery    = 17
| hitadv      = Juggle (+?) Soft Knockdown
| hitadv      = Launches - Soft Knockdown (+43: Tech / +70 Non-tech)
| blockadv    = +2
| blockadv    = +2
| invul      =  
| invul      =  
Line 827: Line 847:
| startup    = 9
| startup    = 9
| active      = 7
| active      = 7
| recovery    =  
| recovery    = 36
| hitadv      = Hard Knockdown (+60)
| hitadv      = Hard Knockdown (+60)
| blockadv    = Air Grab
| blockadv    = Air Grab
Line 843: Line 863:
| input      = 4214D
| input      = 4214D
| images      = XV_dolores_4214b_ima.png
| images      = XV_dolores_4214b_ima.png
| hitboxes    = XV_dolores_4214d.png
| hitboxes    = XV_dolores_4214d.png, XV_dolores_4214d2.png
| damage      = 106 (30+80)
| damage      = 106 (30+80)
| guard      = Mid
| guard      = Mid
Line 849: Line 869:
| startup    = 7
| startup    = 7
| active      = 9
| active      = 9
| recovery    =  
| recovery    = 36
| hitadv      = Hard Knockdown (+60)
| hitadv      = Hard Knockdown (+60)
| blockadv    = -26
| blockadv    = -26
Line 869: Line 889:
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 7
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 41
| hitadv      = Hard Knockdown (+60)
| hitadv      = Hard Knockdown (+60)
| blockadv    = Air Grab
| blockadv    = Air Grab
| invul      =  
| invul      = Full body against physical air strike: 1 to 8 (8 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 888: Line 908:
| input      = 22A/B/C/D
| input      = 22A/B/C/D
| images      = XV_dolores_22a_ima.png
| images      = XV_dolores_22a_ima.png
| hitboxes    = XV_dolores_22a.png
| hitboxes    = XV_dolores_22a.png, XV_dolores_22a2.png, XV_dolores_22a3.png, XV_dolores_22a4.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 897: Line 917:
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 11 to 31 (21 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 910: Line 930:
| input      = 22AC/BD
| input      = 22AC/BD
| images      = XV_dolores_22b_ima.png
| images      = XV_dolores_22b_ima.png
| hitboxes    = XV_dolores_22ac.png
| hitboxes    = XV_dolores_22a.png, XV_dolores_22a2.png, XV_dolores_22a3.png, XV_dolores_22a4.png
| damage      =  
| damage      =  
| guard      = N/A
| guard      = N/A
Line 919: Line 939:
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      = Full Body: 9 to 26 (18 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 938: Line 958:
| guard      = N/A
| guard      = N/A
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 3+0
| startup    = 3
| active      = 2
| active      = 2
| recovery    =  
| recovery    = 41
| hitadv      = Hard Knockdown (+51)
| hitadv      = Hard Knockdown (+51)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 956: Line 976:
| input      = 214214C
| input      = 214214C
| images      = XV_dolores_214214a_ima.png
| images      = XV_dolores_214214a_ima.png
| hitboxes    = XV_dolores_214214c.png
| hitboxes    = XV_dolores_214214a.png
| damage      = 190
| damage      = 190
| guard      = N/A
| guard      = N/A
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 3+0
| startup    = 3
| active      = 2
| active      = 2
| recovery    =  
| recovery    = 41
| hitadv      = Hard Knockdown (+51)
| hitadv      = Hard Knockdown (+51)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 982: Line 1,002:
| guard      = N/A
| guard      = N/A
| cancel      = MAX
| cancel      = MAX
| startup    = 1+0
| startup    = 1
| active      = 2
| active      = 2
| recovery    =  
| recovery    = 45
| hitadv      = Hard Knockdown(+52)
| hitadv      = Hard Knockdown(+52)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 1,006: Line 1,026:
| cancel      = climax
| cancel      = climax
| startup    = 15
| startup    = 15
| active      = 8
| active      = 10
| recovery    =  
| recovery    = 59
| hitadv      = Hard Knockdown(+52)
| hitadv      = Hard Knockdown(+52)
| blockadv    = -38
| blockadv    = -38
Line 1,028: Line 1,048:
| cancel      = climax
| cancel      = climax
| startup    = 15
| startup    = 15
| active      = 8
| active      = 10
| recovery    =  
| recovery    = 59
| hitadv      = Hard Knockdown (+70)
| hitadv      = Hard Knockdown (+52)
| blockadv    = -38
| blockadv    = -38
| invul      = Full Body: 1 to 18 (18 Frames)
| invul      = Full Body: 1 to 18 (18 Frames)
Line 1,050: Line 1,070:
| cancel      = climax
| cancel      = climax
| startup    = 10
| startup    = 10
| active      = 8
| active      = 10
| recovery    =  
| recovery    = 47
| hitadv      = Hard Knockdown (+18)
| hitadv      = Hard Knockdown (+70)
| blockadv    = -26
| blockadv    = -26
| invul      = Full Body: 1 to 16 (16 Frames)
| invul      = Full Body: 1 to 16 (16 Frames)
Line 1,066: Line 1,086:
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_dolores_2141236cd_ima.png
| images      = XV_dolores_2141236cd_ima.png
| hitboxes    = XV_dolores_2141236cd.png
| hitboxes    = XV_dolores_2141236cd.png, XV_dolores_2141236cd2.png
| damage      = 465 (10+(28+0)*16+7) Min: 254
| damage      = 465 (10+(28+0)*16+7) Min: 254
| guard      = Mid
| guard      = Mid
Line 1,072: Line 1,092:
| startup    = 5
| startup    = 5
| active      = 20
| active      = 20
| recovery    =  
| recovery    = 48
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+18)
| blockadv    = -7 (Point blank) / 12 (Farthest distance)
| blockadv    = -27
| invul      = Full Body: 1 to 11 (11 Frames)
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0

Latest revision as of 01:53, 12 August 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Dolores
dolores_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
25Midcommand437+5+3N/A3060


cl.B

Dolores
dolores_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
30MidY5310+20N/A3060


cl.C

Dolores
dolores_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 (40+30)Mid1,252 (4) 2190-2N/A80 (40+40)120 (60+60)


cl.D

Dolores
dolores_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
80Mid-6618-3-5N/A70120


Far Standing Normals

f.A

Dolores
dolores_fa
f.A
f.A
stand 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
25Midspecial55100-2N/A3060


f.B

Dolores
dolores_fb
f.B
f.B
stand 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
30Mid-6412-1-3N/A3060


f.C

Dolores
dolores_fc
f.C
f.C
stand 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
70Midspecial9422-5-7N/A70120


f.D

Dolores
dolores_fd
f.D
f.D
stand 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
80Midsuper10421-4-6N/A70120


Crouch Normals

2A

Dolores
dolores_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
25Midcommand447+4+2N/A3060


2B

Dolores
dolores_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
15Lowcommand567+20N/A1530


2C

Dolores
dolores_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
70Midcommand6523-7-9N/A70120


2D

Dolores
dolores_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
80Lowcommand8520Soft Knockdown-6N/A70120


Jump Normals

hop A

Dolores
dolores_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-451 on ground--N/A3050


jump A

Dolores
dolores_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-471 on ground--N/A3060


hop B

Dolores
dolores_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-6121 on ground--N/A3050


jump B

Dolores
dolores_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-6141 on ground--N/A3060



hop C

Dolores
dolores_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-1051 on ground--N/A70100


jump C

Dolores
dolores_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-1071 on ground--N/A70120


hop D

Dolores
dolores_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-841 on ground--N/A70100


jump D

Dolores
dolores_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-851 on ground--N/A70120


Rush

Rush 1

Dolores
dolores_rush1
cl.AA
cl.AA
Rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush64-+1-1-30120 (60+60)


Rush 2

Dolores
dolores_rush2
cl.AAX
cl.AAX
Rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
22Mid70 (25+25+25)145-+0-2-30180 (60+60+60)


Command Normals

forward A

Dolores
dolores_6a
6A
6A
Hilzuni

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 [ Mid ]special24 [10]417 [21]0 [-4]-2 [-6]N/A4080


Target Combo

Dolores
dolores_tc1
Close D>C
Close D>C
Target Combo 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
127 (80+50)Midspecial(2)9422Soft Knockdown-13N/A110 (70+40)180 (120+60)


Blowback

Blowback

Dolores
dolores_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
75Midspecial14426Wall Spalt (Ground hit) / Soft Knockdown (Air hit)-7-100160


ShatterStrike

Dolores
dolores_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 (Ground Hit) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Dolores
dolores_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

Dolores
dolores_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 groundSoft Knockdown--80120


jump CD

Dolores
dolores_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 groundSoft Knockdown--80140


Throws

Forward Throw

Dolores
dolores_cthrow
4/6C
4/6C
Salaba
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110Hard Knockdown (+64)Unblockable-00


Back Throw

Dolores
dolores_dthrow
4/6D
4/6D
Maran
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110Hard Knockdown (+58)Unblockable-00


Specials

Burj

63214A

Dolores
dolores_63214a
63214A
63214A
Burj
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
120N/Asuper20232Hard Knockdown (+55)Unblockable-00


63214C

Dolores
dolores_63214c
63214C
63214C
Burj
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
120N/Asuper20232Hard Knockdown (+55)Unblockable-00


63214AC

Dolores
dolores_63214ac
63214AC
63214AC
Burj
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
115(20+100)Low-20427Launches (else HKD +84)-18-00


Qafas Qabl

236A

Dolores
dolores_236a
236A
236A
Qafas Qabl
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
65Midsuper148 (First 4 frames are active. Second 4 frames are active when the opponent is in hit state.)18Soft Knockdown (41: Tech / 68: Non-tech)-1-8080


236C

Dolores
dolores_236c
236C
236C
Qafas Qabl
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
65Midsuper20626-2-4-8080


236AC

Dolores
dolores_236ac
236AC
236AC
Qafas Qabl

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
97 (50+50)Mid-206 (9) 617Launches - Soft Knockdown (43: Tech / 70 Non-tech)+2--160 (80+80)


Qafas Khalfi

236B

Dolores
dolores_236b
236B
236B
Qafas Khalfi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
65Midsuper24618+3+3-8080


236D

Dolores
dolores_236d
236D
236D
Qafas Khalfi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
65Midsuper24617+4+4-8080


236BD

Dolores
dolores_236bd
236BD
236BD
Qafas Khalfi

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
97(50+47)Mid-206 (9) 617Launches - Soft Knockdown (+43: Tech / +70 Non-tech)+2-0160 (80+80)


Nesh

4214B

Dolores
dolores_4214b
4214B
4214B
Nesh
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80N/Asuper9736Hard Knockdown (+60)Air GrabFull body against non-projectile air moves: 1 to 10 (10 frames)00


4214D

Dolores
dolores_4214d
4214D
4214D
Nesh

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
106 (30+80)Midsuper7936Hard Knockdown (+60)-26-00


4214BD

Dolores
dolores_4214bd
4214BD
4214BD
Nesh
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-7441Hard Knockdown (+60)Air GrabFull body against physical air strike: 1 to 8 (8 Frames)00


Altariq

22A/B/C/D

Dolores
dolores_22a
22A/B/C/D
22A/B/C/D
Altariq



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A-41----Full Body: 11 to 31 (21 Frames)00


22AC/BD

Dolores
dolores_22ac
22AC/BD
22AC/BD
Altariq



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-N/A-36----Full Body: 9 to 26 (18 Frames)00


Supers

Ghadab

214214A

Dolores
dolores_214214a
214214A
214214A
Ghadab
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
190N/Aadvanced, climax3241Hard Knockdown (+51)UnblockableFull Body: 1 to 4 (4 Frames)00


214214C

Dolores
dolores_214214c
214214C
214214C
Ghadab
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
190N/Aadvanced, climax3241Hard Knockdown (+51)UnblockableFull Body: 1 to 4 (4 Frames)00


214214AC

Dolores
dolores_214214ac
214214AC
214214AC
Ghadab
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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/AMAX1245Hard Knockdown(+52)UnblockableFull Body: 1 to 2 (2 Frames)00


Hadir

236236A

Dolores
dolores_236236a
236236A
236236A
Hadir
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
200Midclimax151059Hard Knockdown(+52)-38Full Body: 1 to 18 (18 Frames)00


236236C

Dolores
dolores_236236c
236236C
236236C
Hadir
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
200Midclimax151059Hard Knockdown (+52)-38Full Body: 1 to 18 (18 Frames)--


236236AC

Dolores
dolores_236236ac
236236AC
236236AC
Hadir
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (150+200)Midclimax101047Hard Knockdown (+70)-26Full Body: 1 to 16 (16 Frames)00


Climax Super

Khalaq al'ard

2141236CD

Dolores
dolores_2141236cd
2141236CD
2141236CD
Khalaq ai'ard

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
465 (10+(28+0)*16+7) Min: 254Mid-52048Hard Knockdown (+18)-27Full Body: 1 to 11 (11 Frames)00