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Line 6: Line 6:
| input      = cl.A
| input      = cl.A
| images      = XV_shunei_cla_ima.png
| images      = XV_shunei_cla_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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 21: Line 21:


====close B====
====close B====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_clb
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_clb
| name        = close B
| name        = close B
| input      = cl.B
| input      = cl.B
| images      = XV_shunei_clb_ima.png
| images      = XV_shunei_clb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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]]
Line 40: Line 40:


====close C====
====close C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_clc
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_clc
| name        = close C
| name        = close C
| input      = cl.C
| input      = cl.C
| images      = XV_shunei_clc_ima.png
| images      = XV_shunei_clc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_clc_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 59: Line 59:


====close D====
====close D====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_cld
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cld
| name        = close D
| name        = close D
| input      = cl.D
| input      = cl.D
| images      = XV_shunei_cld_ima.png
| images      = XV_shunei_cld_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_cld_hb.png, XV_shunei_cld2_hb.png
| damage      = 80 (40+40)
| damage      = 80 (40+40)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 79: Line 79:
===Far Standing Normals===
===Far Standing Normals===
====stand A====
====stand A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_sta
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_sta
| name        = stand A
| name        = stand A
| input      = A
| input      = A
| images      = XV_shunei_fa_ima.png
| images      = XV_shunei_fa_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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]]
| cancel      = super
| cancel      = special
| startup    = 6
| startup    = 6
| active      = 4
| active      = 4
Line 98: Line 98:


====stand B====
====stand B====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_stb
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_stb
| name        = stand B
| name        = stand B
| input      = B
| input      = B
| images      = XV_shunei_fb_ima.png
| images      = XV_shunei_fb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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 117: Line 117:


====stand C====
====stand C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_stc
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_stc
| name        = stand C
| name        = stand C
| input      = C
| input      = C
| images      = XV_shunei_fc_ima.png
| images      = XV_shunei_fc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_fc_hb.png
| damage      = 40
| damage      = 40
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 136: Line 136:


====stand D====
====stand D====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_std
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_std
| name        = stand D
| name        = stand D
| input      = D
| input      = D
| images      = XV_shunei_fd_ima.png
| images      = XV_shunei_fd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_fd_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 156: Line 156:
===Crouch Normals===
===Crouch Normals===
====crouch A====
====crouch A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_cra
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cra
| name        = crouch A
| name        = crouch A
| input      = cr.A
| input      = cr.A
| images      = XV_shunei_2a_ima.png
| images      = XV_shunei_2a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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]]
| cancel      = command
| cancel      = command
| startup    = 5
| startup    = 4
| active      = 4
| active      = 4
| recovery    = 7
| recovery    = 7
Line 175: Line 175:


====crouch B====
====crouch B====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_crb
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_crb
| name        = crouch B
| name        = crouch B
| input      = cr.B
| input      = cr.B
| images      = XV_shunei_2b_ima.png
| images      = XV_shunei_2b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_2b_hb.png
| damage      = 15
| damage      = 15
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
Line 194: Line 194:


====crouch C====
====crouch C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_crc
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_crc
| name        = crouch C
| name        = crouch C
| input      = cr.C
| input      = cr.C
| images      = XV_shunei_2c_ima.png
| images      = XV_shunei_2c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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 213: Line 213:


====crouch D====
====crouch D====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_crd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_crd
| name        = crouch D
| name        = crouch D
| input      = cr.D
| input      = cr.D
| images      = XV_shunei_2d_ima.png
| images      = XV_shunei_2d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_2d_hb.png
| damage      = 80
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
Line 224: Line 224:
| active      = 4
| active      = 4
| recovery    = 15
| recovery    = 15
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+30/+57)
| blockadv    = 0
| blockadv    = 0
| invul      =  
| invul      =  
Line 233: Line 233:
===jump normals===
===jump normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_ha
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_ha
| name        = hop A
| name        = hop A
| header      = yes
| header      = yes
Line 240: Line 240:
| input      = h.A
| input      = h.A
| images      = XV_shunei_ja_ima.png
| images      = XV_shunei_ja_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_ja_hb.png
| damage      = 40
| damage      = 40
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 246: Line 246:
| startup    = 5
| startup    = 5
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 255: Line 255:


====jump A====
====jump A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_ja
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_ja
| name        = jump A
| name        = jump A
| header      = no
| header      = no
Line 262: Line 262:
| input      = j.A
| input      = j.A
| images      = XV_shunei_ja_ima.png
| images      = XV_shunei_ja_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_ja_hb.png
| damage      = 45
| damage      = 45
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 268: Line 268:
| startup    = 5
| startup    = 5
| active      = 7
| active      = 7
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 277: Line 277:


====hop B====
====hop B====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_hb
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_hb
| name        = hop B
| name        = hop B
| header      = yes
| header      = yes
Line 284: Line 284:
| input      = h.B
| input      = h.B
| images      = XV_shunei_jb_ima.png
| images      = XV_shunei_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_jb_hb.png
| damage      = 40
| damage      = 40
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 290: Line 290:
| startup    = 6
| startup    = 6
| active      = 7
| active      = 7
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 299: Line 299:


====jump B====
====jump B====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_jb
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_jb
| name        = jump B
| name        = jump B
| header      = no
| header      = no
Line 306: Line 306:
| input      = j.B
| input      = j.B
| images      = XV_shunei_jb_ima.png
| images      = XV_shunei_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_jb_hb.png
| damage      = 45
| damage      = 45
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 312: Line 312:
| startup    = 6
| startup    = 6
| active      = 9
| active      = 9
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 321: Line 321:


====hop C====
====hop C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_hc
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_hc
| name        = hop C
| name        = hop C
| header      = yes
| header      = yes
Line 328: Line 328:
| input      = h.C
| input      = h.C
| images      = XV_shunei_jc_ima.png
| images      = XV_shunei_jc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_jc_hb.png
| damage      = 70
| damage      = 70
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 334: Line 334:
| startup    = 6
| startup    = 6
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 343: Line 343:


====jump C====
====jump C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_jc
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_jc
| name        = jump C
| name        = jump C
| header      = no
| header      = no
Line 350: Line 350:
| input      = j.C
| input      = j.C
| images      = XV_shunei_jc_ima.png
| images      = XV_shunei_jc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_jc_hb.png
| damage      = 70
| damage      = 70
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 356: Line 356:
| startup    = 6
| startup    = 6
| active      = 6
| active      = 6
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 365: Line 365:


====hop D====
====hop D====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_hd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_hd
| name        = hop D
| name        = hop D
| header      = yes
| header      = yes
Line 372: Line 372:
| input      = h.D
| input      = h.D
| images      = XV_shunei_jd_ima.png
| images      = XV_shunei_jd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_hop_d_hb.png
| damage      = 70
| damage      = 70
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 378: Line 378:
| startup    = 9
| startup    = 9
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 387: Line 387:


====jump D====
====jump D====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_jd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_jd
| name        = jump D
| name        = jump D
| header      = no
| header      = no
Line 394: Line 394:
| input      = j.D
| input      = j.D
| images      = XV_shunei_jd_ima.png
| images      = XV_shunei_jd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_jd_hb.png
| damage      = 70
| damage      = 70
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 400: Line 400:
| startup    = 9
| startup    = 9
| active      = 6
| active      = 6
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 410: Line 410:
===Rush===
===Rush===
====rush 1====
====rush 1====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_rush1
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_rush1
| name        = rush 1
| name        = rush 1
| header      = yes
| header      = yes
Line 432: Line 432:


====rush 2====
====rush 2====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_rush2
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_rush2
| name        = rush 2
| name        = rush 2
| header      = no
| header      = no
Line 455: Line 455:
===Command normals===
===Command normals===
====Sky Axe ====
====Sky Axe ====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_6b
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_6b
| name        = Sky Axe  
| name        = Sky Axe  
| input      = 6B
| input      = 6B
| images      = XV_shunei_6b_ima.png
| images      = XV_shunei_6b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_6b_hb.png
| damage      = 45 [35]
| damage      = 45 [35]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = special
| cancel      = special
| startup    = 15
| startup    = 13 [11]
| active      = 2
| active      = 2
| recovery    = 24
| recovery    = 24
Line 474: Line 474:


====Ground Hammer ====
====Ground Hammer ====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_6a
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_6a
| name        = Ground Hammer  
| name        = Ground Hammer  
| input      = 6A
| input      = 6A
| images      = XV_shunei_6a_ima.png
| images      = XV_shunei_6a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_6a_hb.png, XV_shunei_6a2_hb.png
| damage      = 60 [45]
| damage      = 60 [45]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]] [[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]]]
Line 484: Line 484:
| startup    = 25 [19]
| startup    = 25 [19]
| active      = 4
| active      = 4
| recovery    = 15 [19]
| recovery    = 17 [19]
| hitadv      = -2
| hitadv      = 0 [0]
| blockadv    = -4
| blockadv    = -2 [-2]
| invul      =  
| invul      =  
| stun        = 90 [40]
| stun        = 90 [40]
Line 493: Line 493:


====Target Combo 1 ====
====Target Combo 1 ====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_5cc
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_5cc
| name        = Target Combo 1  
| name        = Target Combo 1  
| input      = 5CC
| input      = 5CC
| images      = XV_shunei_fc_ima.png
| images      = XV_shunei_fc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_fc2_hb.png
| damage      = 78 (40+40)
| damage      = 78 (40+40)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 513: Line 513:
===Blowback===
===Blowback===
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_cd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cd
| name        = Blowback
| name        = Blowback
| input      = CD
| input      = CD
| images      = XV_shunei_cd_ima.png
| images      = XV_shunei_cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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 523: Line 523:
| startup    = 14
| startup    = 14
| active      = 4
| active      = 4
| recovery    = 27
| recovery    = 29
| hitadv      = Wall Splat (Ground hit) / Soft Knockdown (Air hit)
| hitadv      = Wall Splat (Ground hit) / Soft Knockdown (Air hit)
| blockadv    = -8
| blockadv    = -10
| invul      = Low Body: 7 to 30 (24 Frames)
| invul      = Low Body: 7 to 30 (24 Frames)
| stun        = 100
| stun        = 100
Line 532: Line 532:


====Shatterstrike====
====Shatterstrike====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236cd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236cd
| name        = Shatterstrike
| name        = Shatterstrike
| input      = 236CD
| input      = 236CD
| images      = XV_shunei_236cd_ima.png
| images      = XV_shunei_236cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236cd_hb.png, XV_shunei_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 543: Line 543:
| active      = 6
| active      = 6
| recovery    = 27
| recovery    = 27
| hitadv      = Crumple (Ground Hit) / Wall Bounce (Air hit)
| hitadv      = Crumple (Ground Hit - HKD +93) / Wall Bounce (Air hit)
| blockadv    = -10
| blockadv    = -10
| invul      = Armor: 4 to 14 (11 frames)
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_shunei_214cd_ima.png
| hitboxes    = XV_shunei_214cd_hb.png, XV_shunei_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
}}
}}


====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_hcd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_hcd
| name        = hop CD
| name        = hop CD
| header      = yes
| header      = yes
Line 558: Line 577:
| input      = h.CD
| input      = h.CD
| images      = XV_shunei_jcd_ima.png
| images      = XV_shunei_jcd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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 564: Line 583:
| startup    = 14
| startup    = 14
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+54/+91)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 573: Line 592:


====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_jcd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_jcd
| name        = jump CD
| name        = jump CD
| header      = no
| header      = no
Line 580: Line 599:
| input      = j.CD
| input      = j.CD
| images      = XV_shunei_jcd_ima.png
| images      = XV_shunei_jcd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_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 586: Line 605:
| startup    = 14
| startup    = 14
| active      = 7
| active      = 7
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+54/+91)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 596: Line 615:
===Throws===
===Throws===
====Cthrow (forward)====
====Cthrow (forward)====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_cthrow
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cthrow
| name        = Cthrow (forward)
| name        = Cthrow (forward)
| input      = (close) 4/6C
| input      = (close) 4/6C
| images      = XV_shunei_cthrow_ima.png
| images      = XV_shunei_cthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_cthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 607: Line 626:
| active      = 1
| active      = 1
| recovery    = 0
| recovery    = 0
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+49)
| blockadv    = Unblockable
| blockadv    = Unblockable
| invul      =  
| invul      =  
Line 615: Line 634:


====dthrow (backward)====
====dthrow (backward)====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_dthrow
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_dthrow
| name        = dthrow (backward)
| name        = dthrow (backward)
| input      = (close) 4/6D
| input      = (close) 4/6D
| images      = XV_shunei_dthrow_ima.png
| images      = XV_shunei_dthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_dthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 626: Line 645:
| active      = 1
| active      = 1
| recovery    = 0
| recovery    = 0
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+33)
| blockadv    = Unblockable
| blockadv    = Unblockable
| invul      =  
| invul      =  
Line 636: Line 655:
===Scarlet Phantom===
===Scarlet Phantom===
====214A====
====214A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_214a
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_214a
| name        = Scarlet Phantom  
| name        = Scarlet Phantom  
| header      = yes
| header      = yes
Line 643: Line 662:
| input      = 214A
| input      = 214A
| images      = XV_shunei_214a_ima.png
| images      = XV_shunei_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_214a_hb.png, XV_shunei_214a2_hb.png
| damage      = 65
| damage      = 65
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 650: Line 669:
| active      = 7
| active      = 7
| recovery    = 17
| recovery    = 17
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+30/+57)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
Line 658: Line 677:


====214C====
====214C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_214c
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_214c
| name        = Scarlet Phantom  
| name        = Scarlet Phantom  
| header      = no
| header      = no
Line 665: Line 684:
| input      = 214C
| input      = 214C
| images      = XV_shunei_214c_ima.png
| images      = XV_shunei_214c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_214c_hb.png, XV_shunei_214c2_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 672: Line 691:
| active      = 7
| active      = 7
| recovery    = 18
| recovery    = 18
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+69)
| blockadv    = -6
| blockadv    = -6
| invul      =  
| invul      =  
Line 680: Line 699:


====214AC====
====214AC====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_214ac
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_214ac
| name        = Scarlet Phantom  
| name        = Scarlet Phantom  
| header      = no
| header      = no
Line 687: Line 706:
| input      = 214AC
| input      = 214AC
| images      = XV_shunei_214a_ima.png
| images      = XV_shunei_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_214ac_hb.png, XV_shunei_214ac2_hb.png
| damage      = 120
| damage      = 120
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 10
| startup    = 16
| active      = 7
| active      = 7
| recovery    = 18
| recovery    = 18
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+69)
| blockadv    = -10
| blockadv    = -5
| invul      = Lower Body after proximity box makes contact: 9 to 18 (10 Frames)
| invul      = Low Feet Strike Invincibility - 12 to 21 (10 Frames) - Only during proximity box detection.
| stun        = 0
| stun        = 0
| guardDamage = 120
| guardDamage = 120
Line 703: Line 722:
===Aqua Spear===
===Aqua Spear===
====236A====
====236A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236a
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236a
| name        = Aqua Spear  
| name        = Aqua Spear  
| header      = yes
| header      = yes
Line 710: Line 729:
| input      = 236A
| input      = 236A
| images      = XV_shunei_236a_ima.png
| images      = XV_shunei_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236a_hb.png
| damage      = 65
| damage      = 65
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 717: Line 736:
| active      = 8
| active      = 8
| recovery    = 24
| recovery    = 24
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+30/+57)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
Line 725: Line 744:


====236C====
====236C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236c
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236c
| name        = Aqua Spear  
| name        = Aqua Spear  
| header      = no
| header      = no
Line 732: Line 751:
| input      = 236C
| input      = 236C
| images      = XV_shunei_236a_ima.png
| images      = XV_shunei_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236c_hb.png, XV_shunei_236c2_hb.png
| damage      = 80
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      = super
| startup    = 21
| startup    = 21
| active      = 10
| active      = 13
| recovery    = 22
| recovery    = 19
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+30/+57)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
Line 747: Line 766:


====236AC====
====236AC====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236ac
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236ac
| name        = Aqua Spear  
| name        = Aqua Spear  
| header      = no
| header      = no
Line 754: Line 773:
| input      = 236AC
| input      = 236AC
| images      = XV_shunei_236a_ima.png
| images      = XV_shunei_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236ac_hb.png
| damage      = 80
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 12
| active      = 11
| active      = 13
| recovery    = 23
| recovery    = 21
| hitadv      = Crumple (Close) / Soft Knockdown (Max Range)
| hitadv      = Crumple (Close - +100) / Soft Knockdown (Max Range +32/+72)
| blockadv    = -7
| blockadv    = -7
| invul      =  
| invul      =  
Line 770: Line 789:
===Rising Efreet===
===Rising Efreet===
====623A====
====623A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_623a
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_623a
| name        = Rising Efreet  
| name        = Rising Efreet  
| header      = yes
| header      = yes
Line 777: Line 796:
| input      = 623A
| input      = 623A
| images      = XV_shunei_623a_ima.png
| images      = XV_shunei_623a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_623a_hb.png,  XV_shunei_623a2_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 783: Line 802:
| startup    = 10
| startup    = 10
| active      = 7
| active      = 7
| recovery    = 25
| recovery    = 40
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+24/+51)
| blockadv    = -13
| blockadv    = -28
| invul      =  
| invul      = Full body against non-projectile air moves: 1 to 11 (11 Frames)
| stun        = 80
| stun        = 80
| guardDamage = 100
| guardDamage = 100
Line 792: Line 811:


====623C====
====623C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_623c
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_623c
| name        = Rising Efreet  
| name        = Rising Efreet  
| header      = no
| header      = no
Line 799: Line 818:
| input      = 623C
| input      = 623C
| images      = XV_shunei_623a_ima.png
| images      = XV_shunei_623a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_623c_hb.png, XV_shunei_623c2_hb.png, XV_shunei_623c3_hb.png
| damage      = 85
| damage      = 85
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 806: Line 825:
| active      = 7
| active      = 7
| recovery    = 28
| recovery    = 28
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+24/+51)
| blockadv    = -16
| blockadv    = -16
| invul      = Upper Body: 1 to 17 (17 Frames)/ Full body against non-projectile air moves: 1 to 17 (17 Frames)
| invul      = Upper Body: 1 to 17 (17 Frames)/ Full body against non-projectile air moves: 1 to 17 (17 Frames)
Line 814: Line 833:


====623AC====
====623AC====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_623ac
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_623ac
| name        = Rising Efreet  
| name        = Rising Efreet  
| header      = no
| header      = no
Line 821: Line 840:
| input      = 623AC
| input      = 623AC
| images      = XV_shunei_623a_ima.png
| images      = XV_shunei_623a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_623ac_hb.png, XV_shunei_623ac2_hb.png, XV_shunei_623ac3_hb.png
| damage      = 107 (50+60)
| damage      = 107 (50+60)
| guard      = Mid
| guard      = Mid
Line 828: Line 847:
| active      = 7 (11) 7
| active      = 7 (11) 7
| recovery    = 14
| recovery    = 14
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown (+52/+72)
| blockadv    = -20
| blockadv    = -20
| invul      = Upper Body: 1 to 12 (12 Frames)
| invul      = Upper Body: 1 to 12 (12 Frames)
Line 834: Line 853:
| guardDamage = 80
| guardDamage = 80
}}
}}
===Blau Wing===
===Blau Wing===
====j.236A====
====j.236A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_j236a
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236a
| name        = Blau Wing  
| name        = Blau Wing  
| header      = yes
| header      = yes
Line 843: Line 863:
| input      = j.236A
| input      = j.236A
| images      = XV_shunei_j236a_ima.png
| images      = XV_shunei_j236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_j236a_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 849: Line 869:
| startup    = 11
| startup    = 11
| active      = 7
| active      = 7
| recovery    = (Until Landing) + 7
| recovery    = 7 on ground
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+77)
| blockadv    =  
| blockadv    = 4 (Lowest height) to -5 (Highest height) / -3 (After Sky Axe, 6B)
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
Line 858: Line 878:


====j.236C====
====j.236C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_j236c
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236c
| name        = Blau Wing  
| name        = Blau Wing  
| header      = no
| header      = no
Line 865: Line 885:
| input      = j.236C
| input      = j.236C
| images      = XV_shunei_j236a_ima.png
| images      = XV_shunei_j236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_j236c_hb.png
| damage      = 60
| damage      = 60
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 871: Line 891:
| startup    = 14
| startup    = 14
| active      = 8
| active      = 8
| recovery    = (Until Landing) + 2
| recovery    = 2 on ground
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    =  
| blockadv    = 1 (Lowest height) to -6 (Highest height) / -1 (After Sky Axe, 6B)
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
Line 880: Line 900:


====j.236AC====
====j.236AC====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_j236ac
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236ac
| name        = Blau Wing  
| name        = Blau Wing  
| header      = no
| header      = no
Line 887: Line 907:
| input      = j.236AC
| input      = j.236AC
| images      = XV_shunei_j236a_ima.png
| images      = XV_shunei_j236a_ima.png
| hitboxes    = XV_placeholder.pnggian
| hitboxes    = XV_shunei_j236ac_hb.png
| damage      = 85 (30+28+30)
| damage      = 85 (30+28+30)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 893: Line 913:
| startup    = 14
| startup    = 14
| active      = 8
| active      = 8
| recovery    = (Until Landing) + 8
| recovery    = 8 on ground
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    =  
| blockadv    = 6 (Lowest height) to -2 (Highest height) / 5 (After Sky Axe, 6B)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 903: Line 923:
===Thruster Vision===
===Thruster Vision===
====j.236D====
====j.236D====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_j236d
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236d
| name        = Thruster Vision • Front  
| name        = Thruster Vision • Front  
| header      = yes
| version    = D
| orderId    = 1
| input      = j.236D
| input      = j.236D
| images      = XV_shunei_j236d_ima.png
| images      = XV_shunei_j236d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_j236d_hb.png
| damage      = N/A
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = N/A
| guardDamage =
}}
 
====j.236BD====
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236bd
| name        = Thruster Vision • Front
| header      = no
| version    = BD
| orderId    = 2
| input      = j.236BD
| images      = XV_shunei_j236d_ima.png
| hitboxes    = XV_shunei_j236bd_hb.png
| damage      = N/A
| damage      = N/A
| guard      = N/A
| guard      = N/A
Line 913: Line 958:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 922: Line 967:


====j.214D====
====j.214D====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_j214d
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j214d
| name        = Thruster Vision • Back  
| name        = Thruster Vision • Back  
| header      = yes
| version    = D
| orderId    = 1
| input      = j.214D
| input      = j.214D
| images      = XV_shunei_j214d_ima.png
| images      = XV_shunei_j214d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_j214d_hb.png
| damage      = N/A
| damage      = N/A
| guard      = N/A
| guard      = N/A
Line 932: Line 980:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = N/A
| guardDamage =
}}
====j.214BD====
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j214bd
| name        = Thruster Vision • Back
| header      = no
| version    = BD
| orderId    = 2
| input      = j.214BD
| images      = XV_shunei_j214d_ima.png
| hitboxes    = XV_shunei_j214bd_hb.png, XV_shunei_j214bd2_hb.png
| damage      = N/A
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = N/A
| stun        = N/A
| guardDamage =  
| guardDamage =  
Line 941: Line 1,011:


====j.236B====
====j.236B====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_j236b
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236b
| name        = Thruster Vision • Slant
| name        = Thruster Vision • Slant
| input      = j.236B
| input      = j.236B
| images      = XV_shunei_j236b_ima.png
| images      = XV_shunei_j236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_j236b_hb.png
| damage      = N/A
| damage      = N/A
| guard      = N/A
| guard      = N/A
Line 951: Line 1,021:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 8 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 960: Line 1,030:


====j.214B====
====j.214B====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_j214b
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j214b
| name        = Thruster Vision • Under
| name        = Thruster Vision • Under
| input      = j.214B
| input      = j.214B
| images      =  XV_shunei_j214b_ima.png
| images      =  XV_shunei_j214b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_j214b_hb.png
| damage      = N/A
| damage      = N/A
| guard      = N/A
| guard      = N/A
Line 970: Line 1,040:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 10 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 981: Line 1,051:
===Gaianic Burst===
===Gaianic Burst===
====236236A====
====236236A====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236236a
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236a
| name        = Gaianic Burst  
| name        = Gaianic Burst  
| header      = yes
| header      = yes
Line 988: Line 1,058:
| input      = 236236A
| input      = 236236A
| images      = XV_shunei_236236p_ima.png
| images      = XV_shunei_236236p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236236p_hb.png, XV_shunei_236236p2_hb.png
| damage      = 180 (70+110) Min:90
| damage      = 180 (70+110) Min:90
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 7
| startup    = 7
| active      = 7 () Full Screen Projectile
| active      = 7 (22) Full Screen Projectile
| recovery    =  
| recovery    = 60
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+50)
| blockadv    = -14
| blockadv    = -25 (Close Range / 2nd Hit) to -8 (Max Range)
| invul      = Full Body: 1 to 11 (11 Frames)
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0
Line 1,003: Line 1,073:


====236236C====
====236236C====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236236c
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236c
| name        = Gaianic Burst  
| name        = Gaianic Burst  
| header      = no
| header      = no
Line 1,010: Line 1,080:
| input      = 236236C
| input      = 236236C
| images      = XV_shunei_236236p_ima.png
| images      = XV_shunei_236236p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236236p_hb.png, XV_shunei_236236p2_hb.png
| damage      = 180 (70+110) Min:90
| damage      = 180 (70+110) Min:90
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 7
| startup    = 7
| active      = 7 () Full Screen Projectile
| active      = 7 (22) Full Screen Projectile
| recovery    =  
| recovery    = 56
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+50)
| blockadv    = -14
| blockadv    = -25 (Close Range / 2nd Hit) to -8 (Max Range)
| invul      = Full Body: 1 to 11 (11 Frames)
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0
Line 1,025: Line 1,095:


====236236AC====
====236236AC====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236236ac
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236ac
| name        = Gaianic Burst  
| name        = Gaianic Burst  
| header      = no
| header      = no
Line 1,032: Line 1,102:
| input      = 236236AC
| input      = 236236AC
| images      = XV_shunei_236236ac_ima.png
| images      = XV_shunei_236236ac_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236236ac_hb.png, XV_shunei_236236ac2_hb.png
| damage      = 330 (130+100+100) Min:165
| damage      = 330 (130+100+100) Min:165
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = climax
| cancel      = climax
| startup    = 7
| startup    = 7
| active      = 9 () Full Screen Projectile
| active      = 9 (18) Full Screen Projectile
| recovery    =  
| recovery    = 91
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+48)
| blockadv    = -29
| blockadv    = -29
| invul      = Full Body: 1 to 15 (15 Frames)
| invul      = Full Body: 1 to 15 (15 Frames)
Line 1,048: Line 1,118:
===Specter Extension===
===Specter Extension===
====236236B====
====236236B====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236236b
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236b
| name        = Specter Extension  
| name        = Specter Extension  
| header      = yes
| header      = yes
Line 1,055: Line 1,125:
| input      = 236236B
| input      = 236236B
| images      = XV_shunei_236236k_ima.png
| images      = XV_shunei_236236k_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236236k_hb.png, XV_shunei_236236k2_hb.png
| damage      = 190 (40+35+40+35+40) Min:94
| damage      = 190 (40+35+40+35+40) Min:94
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 1,061: Line 1,131:
| startup    = 9
| startup    = 9
| active      = 9
| active      = 9
| recovery    =  
| recovery    = 33
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+38)
| blockadv    = -36
| blockadv    = -36
| invul      = Full Body: 1 to 6 (6 Frames)
| invul      = Full Body: 1 to 6 (6 Frames)
Line 1,070: Line 1,140:


====236236D====
====236236D====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236236d
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236d
| name        = Specter Extension  
| name        = Specter Extension  
| header      = no
| header      = no
Line 1,077: Line 1,147:
| input      = 236236D
| input      = 236236D
| images      = XV_shunei_236236bd_ima.png
| images      = XV_shunei_236236bd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236236k_hb.png, XV_shunei_236236k2_hb.png
| damage      = 190 (40+35+40+35+40) Min:94
| damage      = 190 (40+35+40+35+40) Min:94
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 1,083: Line 1,153:
| startup    = 9
| startup    = 9
| active      = 9
| active      = 9
| recovery    =  
| recovery    = 33
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+38)
| blockadv    = -36
| blockadv    = -36
| invul      = Full Body: 1 to 6 (6 Frames)
| invul      = Full Body: 1 to 6 (6 Frames)
Line 1,092: Line 1,162:


====236236BD====
====236236BD====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_236236bd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236bd
| name        = Specter Extension  
| name        = Specter Extension  
| header      = no
| header      = no
Line 1,099: Line 1,169:
| input      = 236236BD
| input      = 236236BD
| images      = XV_shunei_236236bd_ima.png
| images      = XV_shunei_236236bd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_236236bd_hb.png
| damage      = 333 (41+40+41+40+41+130) Min:200
| damage      = 333 (41+40+41+40+41+130) Min:200
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 7
| active      = 12
| active      = 11
| recovery    =  
| recovery    = 47
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+89)
| blockadv    = -47
| blockadv    = -47
| invul      = Full Body: 1 to 8 (8 Frames)
| invul      = Full Body: 1 to 8 (8 Frames)
Line 1,112: Line 1,182:
| guardDamage = 0
| guardDamage = 0
}}
}}
===Phantom Singulation===
===Phantom Singulation===
====214236CD====
====214236CD====
{{MoveData-KOFXV | character = Shunei | moveId = shunei_2141236cd
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_2141236cd
| name        = Phantom Singulation
| name        = Phantom Singulation
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_shunei_2141236cd_ima.png
| images      = XV_shunei_2141236cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_shunei_2141236cd_hb.png
| damage      = 440 (70+120+250) Min:245
| damage      = 440 (70+120+250) Min:245
| guard      = Mid
| guard      = Mid
Line 1,124: Line 1,195:
| startup    = 6
| startup    = 6
| active      = 8
| active      = 8
| recovery    =  
| recovery    = 42
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown (+40)
| blockadv    = -31
| blockadv    = -31
| invul      = Full Body: 1 to 14 (14 Frames)
| invul      = Full Body: 1 to 14 (14 Frames)

Latest revision as of 03:54, 31 August 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

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


close B

Shun'ei
shunei_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
30Midcommand546+5+3-3060


close C

Shun'ei
shunei_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
70Midcommand5416+1-1-70120


close D

Shun'ei
shunei_cld
cl.D
cl.D
close D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Midcommand63 (5) 221-2-4-80 (40+40)120 (60+60)


Far Standing Normals

stand A

Shun'ei
shunei_sta
A
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
25Midspecial648+3+1-3060


stand B

Shun'ei
shunei_stb
B
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
30Midsuper6412-1-3-3060


stand C

Shun'ei
shunei_stc
C
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
40Midcommand9221-2-4-4060


stand D

Shun'ei
shunei_std
D
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
80Midsuper8525-9-11-70120


Crouch Normals

crouch A

Shun'ei
shunei_cra
cr.A
cr.A
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+2-3060


crouch B

Shun'ei
shunei_crb
cr.B
cr.B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowsuper4410+1-1-1530


crouch C

Shun'ei
shunei_crc
cr.C
cr.C
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
70Midcommand7321-3-5-70120


crouch D

Shun'ei
shunei_crd
cr.D
cr.D
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
80Lowcommand9415Soft Knockdown (+30/+57)0-70120


jump normals

hop A

Shun'ei
shunei_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
40Highspecial551 on ground---3050


jump A

Shun'ei
shunei_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
45Highspecial571 on ground---3060


hop B

Shun'ei
shunei_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-671 on ground---3050


jump B

Shun'ei
shunei_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-691 on ground---3060


hop C

Shun'ei
shunei_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
70Highspecial651 on ground---70100


jump C

Shun'ei
shunei_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
70Highspecial661 on ground---70120


hop D

Shun'ei
shunei_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-951 on ground---70100


jump D

Shun'ei
shunei_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-961 on ground---70120


Rush

rush 1

Shun'ei
shunei_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)MidRush------30120 (60+60)


rush 2

Shun'ei
shunei_rush2
cl.AAX
cl.AAX
rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush------30180 (60+60+60)


Command normals

Sky Axe

Shun'ei
shunei_6b
6B
6B
Sky Axe
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
45 [35]Midspecial13 [11]224-9-11-4080


Ground Hammer

Shun'ei
shunei_6a
6A
6A
Ground Hammer

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
60 [45]High [Mid]super [special]25 [19]417 [19]0 [0]-2 [-2]-90 [40]110 [80]


Target Combo 1

Shun'ei
shunei_5cc
5CC
5CC
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
78 (40+40)Midspecial6220-1-3-100 (40+60)100 (60+40)


Blowback

Blowback

Shun'ei
shunei_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
75Midspecial14429Wall Splat (Ground hit) / Soft Knockdown (Air hit)-10Low Body: 7 to 30 (24 Frames)100160


Shatterstrike

Shun'ei
shunei_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 - HKD +93) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Shun'ei
shunei_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

Shun'ei
shunei_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
80Midspecial1451 on groundSoft Knockdown (+54/+91)--80120


jump CD

Shun'ei
shunei_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
90Midspecial1471 on groundSoft Knockdown (+54/+91)--80140


Throws

Cthrow (forward)

Shun'ei
shunei_cthrow
(close) 4/6C
(close) 4/6C
Cthrow (forward)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110Hard Knockdown (+49)Unblockable-00


dthrow (backward)

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


Specials

Scarlet Phantom

214A

Shun'ei
shunei_214a
214A
214A
Scarlet Phantom

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
65Midsuper12717Soft Knockdown (+30/+57)-5-6080


214C

Shun'ei
shunei_214c
214C
214C
Scarlet Phantom

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Midsuper16718Hard Knockdown (+69)-6-6080


214AC

Shun'ei
shunei_214ac
214AC
214AC
Scarlet Phantom

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
120Mid-16718Hard Knockdown (+69)-5Low Feet Strike Invincibility - 12 to 21 (10 Frames) - Only during proximity box detection.0120


Aqua Spear

236A

Shun'ei
shunei_236a
236A
236A
Aqua Spear
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
65Midsuper16824Soft Knockdown (+30/+57)-5-4040


236C

Shun'ei
shunei_236c
236C
236C
Aqua Spear

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Midsuper211319Soft Knockdown (+30/+57)-5-6080


236AC

Shun'ei
shunei_236ac
236AC
236AC
Aqua Spear
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-121321Crumple (Close - +100) / Soft Knockdown (Max Range +32/+72)-7-080


Rising Efreet

623A

Shun'ei
shunei_623a
623A
623A
Rising Efreet

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
75Midsuper10740Soft Knockdown (+24/+51)-28Full body against non-projectile air moves: 1 to 11 (11 Frames)80100


623C

Shun'ei
shunei_623c
623C
623C
Rising Efreet


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
85Midsuper18728Soft Knockdown (+24/+51)-16Upper Body: 1 to 17 (17 Frames)/ Full body against non-projectile air moves: 1 to 17 (17 Frames)80100


623AC

Shun'ei
shunei_623ac
623AC
623AC
Rising Efreet


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
107 (50+60)Mid-137 (11) 714Soft Knockdown (+52/+72)-20Upper Body: 1 to 12 (12 Frames)080


Blau Wing

j.236A

Shun'ei
shunei_j236a
j.236A
j.236A
Blau Wing
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-1177 on groundHard Knockdown (+77)4 (Lowest height) to -5 (Highest height) / -3 (After Sky Axe, 6B)-4060


j.236C

Shun'ei
shunei_j236c
j.236C
j.236C
Blau Wing
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
60Mid-1482 on groundSoft Knockdown1 (Lowest height) to -6 (Highest height) / -1 (After Sky Axe, 6B)-4060


j.236AC

Shun'ei
shunei_j236ac
j.236AC
j.236AC
Blau Wing
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
85 (30+28+30)Mid-1488 on groundSoft Knockdown6 (Lowest height) to -2 (Highest height) / 5 (After Sky Axe, 6B)-0120 (40+40+40)


Thruster Vision

j.236D

Shun'ei
shunei_j236d
j.236D
j.236D
Thruster Vision • Front
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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/AN/A---1 on ground---N/A-


j.236BD

Shun'ei
shunei_j236bd
j.236BD
j.236BD
Thruster Vision • Front
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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/AN/A---1 on ground---N/A-


j.214D

Shun'ei
shunei_j214d
j.214D
j.214D
Thruster Vision • Back
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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/AN/A---1 on ground---N/A-


j.214BD

Shun'ei
shunei_j214bd
j.214BD
j.214BD
Thruster Vision • Back

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


j.236B

Shun'ei
shunei_j236b
j.236B
j.236B
Thruster Vision • Slant
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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/AN/A---8 on ground---N/A-


j.214B

Shun'ei
shunei_j214b
j.214B
j.214B
Thruster Vision • Under
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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/AN/A---10 on ground---N/A-


Supers

Gaianic Burst

236236A

Shun'ei
shunei_236236a
236236A
236236A
Gaianic Burst

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180 (70+110) Min:90Midadvanced, climax77 (22) Full Screen Projectile60Hard Knockdown (+50)-25 (Close Range / 2nd Hit) to -8 (Max Range)Full Body: 1 to 11 (11 Frames)00


236236C

Shun'ei
shunei_236236c
236236C
236236C
Gaianic Burst

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180 (70+110) Min:90Midadvanced, climax77 (22) Full Screen Projectile56Hard Knockdown (+50)-25 (Close Range / 2nd Hit) to -8 (Max Range)Full Body: 1 to 11 (11 Frames)00


236236AC

Shun'ei
shunei_236236ac
236236AC
236236AC
Gaianic Burst

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330 (130+100+100) Min:165Midclimax79 (18) Full Screen Projectile91Hard Knockdown (+48)-29Full Body: 1 to 15 (15 Frames)00


Specter Extension

236236B

Shun'ei
shunei_236236b
236236B
236236B
Specter Extension

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
190 (40+35+40+35+40) Min:94Midadvanced, climax9933Hard Knockdown (+38)-36Full Body: 1 to 6 (6 Frames)00


236236D

Shun'ei
shunei_236236d
236236D
236236D
Specter Extension

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
190 (40+35+40+35+40) Min:94Midadvanced, climax9933Hard Knockdown (+38)-36Full Body: 1 to 6 (6 Frames)00


236236BD

Shun'ei
shunei_236236bd
236236BD
236236BD
Specter Extension
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
333 (41+40+41+40+41+130) Min:200Mid-71147Hard Knockdown (+89)-47Full Body: 1 to 8 (8 Frames)00


Phantom Singulation

214236CD

Shun'ei
shunei_2141236cd
2141236CD
2141236CD
Phantom Singulation
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
440 (70+120+250) Min:245Mid-6842Hard Knockdown (+40)-31Full Body: 1 to 14 (14 Frames)00