-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

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

From Dream Cancel Wiki
Jump to navigation Jump to search
AmedoS310 (talk | contribs)
No edit summary
AmedoS310 (talk | contribs)
 
(60 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{CharNavbox_XV}}
{{CharNavbox_XV}}
===Close Standing Normals===
====close A====
====close A====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_cla
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_cla
Line 8: Line 9:
| damage      = 25
| damage      = 25
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      = 5
| active      = 5
Line 23: Line 24:
| name        = close B
| name        = close B
| input      = cl.B
| input      = cl.B
| images      = XV_Nakoruru_clb_ima.png
| images      = XV_Nakoruru_fb_ima.png
| hitboxes    = XV_Nakoruru_clb.png
| hitboxes    = XV_Nakoruru_clb.png, XV_Nakoruru_clb2.png
| damage      = 30
| damage      = 30
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = special
| startup    = 6
| startup    = 6
| active      = 4
| active      = 4
Line 42: Line 43:
| name        = close C
| name        = close C
| input      = cl.C
| input      = cl.C
| images      = XV_Nakoruru_clc_ima.png
| images      = XV_Nakoruru_clc_1_ima.png, XV_Nakoruru_clc_2_ima.png
| hitboxes    = XV_Nakoruru_clc.png
| hitboxes    = XV_Nakoruru_clc.png, XV_Nakoruru_clc2.png
| damage      = 70
| damage      = 70 (35+35)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command (1), special (2)
| startup    = 5
| startup    = 5
| active      = 3 (7) 4
| active      = 3 (7) 4
Line 53: Line 54:
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70 (35+35)
| guardDamage = 120
| guardDamage = 120 (60+60)
}}
}}


Line 61: Line 62:
| name        = close D
| name        = close D
| input      = cl.D
| input      = cl.D
| images      = XV_Nakoruru_cld_ima.png
| images      = XV_Nakoruru_fd_ima.png
| hitboxes    = XV_Nakoruru_cld.png
| hitboxes    = XV_Nakoruru_cld.png, XV_Nakoruru_cld2.png
| damage      = 80
| damage      = 80 (60+20)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 8
| startup    = 8
| active      = 5
| active      = 5
Line 72: Line 73:
| blockadv    = -4
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 70  
| stun        = 70 (50+20)
| guardDamage = 120
| guardDamage = 120 (100+20)
}}
 
===rush 1===
====rush 1====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_Nakoruru_rush1_ima.png
| hitboxes    = XV_Nakoruru_rush1.png
| damage      = 48 (25+25)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -5
| blockadv    = -7
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}
 
====rush 2====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_Nakoruru_rush2_ima.png
| hitboxes    = XV_Nakoruru_rush2.png
| damage      = 70 (25+25+25)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -3
| blockadv    = -5
| invul      =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}
}}


===Far Standing Normals===
====far A====
====far A====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_fa
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_fa
Line 129: Line 86:
| damage      = 25
| damage      = 25
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = special
| startup    = 7
| startup    = 7
| active      = 3
| active      = 3
Line 145: Line 102:
| input      = f.B
| input      = f.B
| images      = XV_Nakoruru_fb_ima.png
| images      = XV_Nakoruru_fb_ima.png
| hitboxes    = XV_Nakoruru_fb.png
| hitboxes    = XV_Nakoruru_clb.png, XV_Nakoruru_clb2.png
| damage      = 30
| damage      = 30
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = special
| startup    = 6
| startup    = 6
| active      = 4
| active      = 4
Line 167: Line 124:
| damage      = 70
| damage      = 70
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = special
| startup    = 9
| startup    = 9
| active      = 5
| active      = 5
Line 186: Line 143:
| damage      = 80
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 10
| startup    = 10
| active      = 4
| active      = 4
Line 197: Line 154:
}}
}}


===Crouch Normals===
====crouch A====
====crouch A====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_2a
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_2a
Line 205: Line 163:
| damage      = 25
| damage      = 25
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 4
| startup    = 4
| active      = 4
| active      = 4
Line 224: Line 182:
| damage      = 15
| damage      = 15
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel      =  
| cancel      = special
| startup    = 4
| startup    = 4
| active      = 4
| active      = 4
Line 240: Line 198:
| input      = 2C
| input      = 2C
| images      = XV_Nakoruru_2c_ima.png
| images      = XV_Nakoruru_2c_ima.png
| hitboxes    = XV_Nakoruru_2c.png
| hitboxes    = XV_Nakoruru_2c.png, XV_Nakoruru_2c2.png, XV_Nakoruru_2c3.png
| damage      = 90
| damage      = 70
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = command
| startup    = 7
| startup    = 7
| active      = 5
| active      = 5
Line 251: Line 209:
| invul      =  
| invul      =  
| stun        = 90
| stun        = 90
| guardDamage =  
| guardDamage = 120
}}
}}


Line 262: Line 220:
| damage      = 80
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel      =  
| cancel      = command
| startup    = 9
| startup    = 9
| active      = 6
| active      = 6
Line 273: Line 231:
}}
}}


====Blowback====
===Jump Normals===
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_cd
| name        = Blowback
| input      = CD
| images      = XV_Nakoruru_cd_ima.png
| hitboxes    = XV_Nakoruru_cd.png
| damage      = 75
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 14
| active      = 4
| recovery    = 27
| hitadv      = Wall Splat - HKD (gnd) (69 to 85)
| blockadv    = -8
| invul      =
| stun        = 100
| guardDamage = 160
}}
 
====Shatterstrike====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236cd
| name        = Shatterstrike
| input      = 236CD
| images      = XV_Nakoruru_236cd_ima.png
| hitboxes    = XV_Nakoruru_236cd.png
| damage      = 75
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 15
| active      = 6
| recovery    = 27
| hitadv      = Crumple - HKD (93)
| blockadv    = -10
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
 
====hop CD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_hcd
| name        = hop CD
| header      = yes
| version    = hop
| orderId    = 1
| input      = h.CD
| images      = XV_Nakoruru_jcd_ima.png
| hitboxes    = XV_Nakoruru_hcd.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 12
| active      = 7
| recovery    = 1 on ground
| hitadv      = SKD
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 120
}}
 
====jump CD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_jcd
| name        = jump CD
| header      = no
| version    = jump
| orderId    = 2
| input      = j.CD
| images      = XV_Nakoruru_jcd_ima.png
| hitboxes    = XV_Nakoruru_jcd.png
| damage      = 90
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 12
| active      = 7
| recovery    = 1 on ground
| hitadv      = SKD
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 140
}}
 
====hop A====
====hop A====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_ha
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_ha
Line 451: Line 328:
| input      = h.C
| input      = h.C
| images      = XV_Nakoruru_jc_ima.png
| images      = XV_Nakoruru_jc_ima.png
| hitboxes    = XV_Nakoruru_hc.png
| hitboxes    = XV_Nakoruru_hc.png, XV_Nakoruru_hc2.png
| damage      = 70
| damage      = 70
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 473: Line 350:
| input      = j.C
| input      = j.C
| images      = XV_Nakoruru_jc_ima.png
| images      = XV_Nakoruru_jc_ima.png
| hitboxes    = XV_Nakoruru_jc.png
| hitboxes    = XV_Nakoruru_jc.png, XV_Nakoruru_jc2.png
| damage      = 70
| damage      = 70
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
Line 531: Line 408:
}}
}}


===Blowback===
====Blowback====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_cd
| name        = Blowback
| input      = CD
| images      = XV_Nakoruru_cd_ima.png
| hitboxes    = XV_Nakoruru_cd.png
| damage      = 75
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = special
| startup    = 14
| active      = 4
| recovery    = 27
| hitadv      = Wall Splat - HKD (gnd) (69 to 85)
| blockadv    = -8
| invul      =
| stun        = 100
| guardDamage = 160
}}
====Shatterstrike====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236cd
| name        = Shatterstrike
| input      = 236CD
| images      = XV_Nakoruru_236cd_ima.png
| hitboxes    = XV_Nakoruru_236cd.png, XV_Nakoruru_236cd2.png
| damage      = 75
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 15
| active      = 6
| recovery    = 27
| hitadv      = Crumple - HKD (93)
| blockadv    = -10
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_Nakoruru_214cd_ima.png
| hitboxes    = XV_Nakoruru_214cd.png, XV_Nakoruru_214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
====hop CD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_hcd
| name        = hop CD
| header      = yes
| version    = hop
| orderId    = 1
| input      = h.CD
| images      = XV_Nakoruru_jcd_ima.png
| hitboxes    = XV_Nakoruru_hcd.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 12
| active      = 7
| recovery    = 1 on ground
| hitadv      = SKD
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 120
}}
====jump CD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_jcd
| name        = jump CD
| header      = no
| version    = jump
| orderId    = 2
| input      = j.CD
| images      = XV_Nakoruru_jcd_ima.png
| hitboxes    = XV_Nakoruru_jcd.png
| damage      = 90
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 12
| active      = 7
| recovery    = 1 on ground
| hitadv      = SKD
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 140
}}
===Rush===
====rush 1====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_Nakoruru_rush1_ima.png
| hitboxes    = XV_Nakoruru_rush1.png
| damage      = 48 (25+25)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -5
| blockadv    = -7
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}
====rush 2====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_Nakoruru_rush2_ima.png
| hitboxes    = XV_Nakoruru_rush2.png
| damage      = 70 (25+25+25)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -3
| blockadv    = -5
| invul      =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}
===Throws===
====Ruten Kyougekijin====
====Ruten Kyougekijin====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_cthrow
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_cthrow
Line 573: Line 598:
| name        = Rera Kishima Tek
| name        = Rera Kishima Tek
| input      = (in air, close) 4/6C
| input      = (in air, close) 4/6C
| images      = XV_Nakoruru_airthrow_ima.png
| images      = XV_Nakoruru_athrow_ima.png
| hitboxes    = XV_Nakoruru_airthrow.png
| hitboxes    = XV_Nakoruru_airthrow.png
| damage      = 100
| damage      = 100
Line 581: Line 606:
| active      = 1
| active      = 1
| recovery    = 0
| recovery    = 0
| hitadv      = HKD (31)
| hitadv      = HKD (37)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
Line 588: Line 613:
}}
}}


===Command Normals===
====Surprise Attack====
====Surprise Attack====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_6a
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_6a
| name        = Surprise Attack
| name        = Surprise Attack
| input      = 6A
| input      = 6A
| images      = XV_Nakoruru_6a_1_ima.png, XV_Nakoruru_6a_2_ima.png
| images      = XV_Nakoruru_6a_ima.png
| hitboxes    = XV_Nakoruru_6a.png
| hitboxes    = XV_Nakoruru_6a.png, XV_Nakoruru_6a2.png, XV_Nakoruru_6a3.png, XV_Nakoruru_6a4.png
| damage      = 70 [50]
| 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]]]
| cancel      =  
| cancel      =  
Line 603: Line 629:
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 80 [40]
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====Kamuyhum Kesupu====
====Kamuyhum Kesupu====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_air2d
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_j2d
| name        = Placeholder Command Move
| name        = Kamuyhum Kesupu
| input      = air 2D
| input      = j2D
| images      = XV_Nakoruru_air2d_1_ima.png, XV_Nakoruru_air2d_2_ima.png
| images      = XV_Nakoruru_j2d_ima.png
| hitboxes    = XV_Nakoruru_air2d.png
| hitboxes    = XV_Nakoruru_j2d.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 10
| active      = 5
| recovery    = 1 on ground
| hitadv      = HKD
| blockadv    = 14 (Lowest height) to 5 (Highest height)
| invul      =
| stun        = 60
| guardDamage = 60
}}
 
====Chiten Zan====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_3a
| name        = Chiten Zan
| input      = 3A
| images      = XV_Nakoruru_3a_ima.png
| hitboxes    = XV_Nakoruru_3a.png, XV_Nakoruru_3a2.png
| damage      = 45 (15*3)
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]] [[The_King_of_Fighters_XV/Defense#Mid|[Mid]]]
| cancel      = special
| startup    = 11
| active      = 6
| recovery    = 19
| hitadv      = 0 (Close Range) to 1 (Max Range)
| blockadv    = -2 (Close Range) to -1 (Max Range)
| invul      =
| stun        = 60 (20*3)
| guardDamage = 60 (20*3)
}}
 
====Sankaku-Tobi====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_j7
| name        = Sankaku-Tobi
| input      = j7 (near the wall)
| images      = XV_Nakoruru_j7_ima.png
| hitboxes    = XV_Nakoruru_j7.png
| damage      =  
| damage      =  
| guard      =  
| guard      =  
Line 618: Line 682:
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 80 [40]
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}


====Placeholder Command Move====
==Specials==
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_6a
===Annu Mutsube===
| name        = Placeholder Command Move
====236A====
| input      = 6A
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236a
| images      = XV_Nakoruru_6a_1_ima.png, XV_Nakoruru_6a_2_ima.png
| name        = Annu Mutsube
| hitboxes    = XV_Nakoruru_6a.png
| header      = yes
| damage      = 70 [50]
| version    = A
| orderId    = 1
| input      = 236A
| images      = XV_Nakoruru_236a_ima.png
| hitboxes    = XV_Nakoruru_236a.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 12
| active      = 9
| recovery    = 25
| hitadv      = SKD (27: Tech / 54: Non-tech) - Close - Close
| blockadv    = -8 (Close Range) to 0 (Max Range)
| invul      =
| stun        = 60
| guardDamage = 60
}}
 
====236C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236c
| name        = Annu Mutsube
| header      = no
| version    = C
| orderId    = 2
| input      = 236C
| images      = XV_Nakoruru_236a_ima.png
| hitboxes    = XV_Nakoruru_236a.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 18
| active      = 16
| recovery    = 14
| hitadv      = SKD (37: Tech / 64: Non-tech) - Close
| blockadv    = -11 (Close Range) to 3 (Max Range)
| invul      =
| stun        = 80
| guardDamage = 80
}}
 
====236AC====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236ac
| name        = Annu Mutsube
| header      = no
| version    = AC
| orderId    = 3
| input      = 236AC
| images      = XV_Nakoruru_236a_ima.png
| hitboxes    = XV_Nakoruru_236ac.png
| damage      = 80 (20*4)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 12
| active      = 16
| recovery    = 33
| hitadv      = SKD (37: Tech / 64: Non-tech) - Close
| blockadv    = -18
| invul      =
| stun        = 0
| guardDamage = 80 (20*4)
}}
 
===Rera Mutsube===
====623A====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_623a
| name        = Rera Mutsube
| header      = yes
| version    = A
| orderId    = 1
| input      = 623A
| images      = XV_Nakoruru_623a_ima.png
| hitboxes    = XV_Nakoruru_623a.png, XV_Nakoruru_623a2.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 6
| active      = 7
| recovery    = 58 (41 on ground)
| hitadv      = SKD (27: Tech / 54: Non-tech)
| blockadv    = -46
| invul      = Full Body: 1 to 7 (7 Frames)
| stun        = 80
| guardDamage = 80
}}
 
====623C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_623c
| name        = Rera Mutsube
| header      = no
| version    = C
| orderId    = 2
| input      = 623C
| images      = XV_Nakoruru_623a_ima.png
| hitboxes    = XV_Nakoruru_623a.png, XV_Nakoruru_623a2.png
| damage      = 120
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 8
| active      = 17
| recovery    = 74 (41 on ground)
| hitadv      = SKD (11: Tech / 38: Non-tech)
| blockadv    = -72
| invul      = Full Body: 1 to 12 (12 Frames)
| stun        = 120
| guardDamage = 120
}}
 
====623AC====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_623ac
| name        = Rera Mutsube
| header      = no
| version    = AC
| orderId    = 3
| input      = 623AC
| images      = XV_Nakoruru_623a_ima.png
| hitboxes    = XV_Nakoruru_623ac.png, XV_Nakoruru_623ac2.png
| damage      = 160 (70+30*3)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 4
| active      = 15
| recovery    = 75 (41 on ground)
| hitadv      = SKD (27: Tech / 54: Non-tech)
| blockadv    = -80
| invul      = Full Body: 1 to 8 (8 Frames)
| stun        = 0
| guardDamage = 130 (70+30*2)
}}
 
===Kamui Rimuse===
====214A====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214a
| name        = Kamui Rimuse
| header      = yes
| version    = A
| orderId    = 1
| input      = 214A
| images      = XV_Nakoruru_214a_ima.png
| hitboxes    = XV_Nakoruru_214a.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 10
| active      = 5
| recovery    = 24
| hitadv      = -8
| blockadv    = -10
| invul      =
| stun        = 40
| guardDamage = 40
}}
 
====214C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214c
| name        = Kamui Rimuse
| header      = no
| version    = C
| orderId    = 2
| input      = 623C
| images      = XV_Nakoruru_214a_ima.png
| hitboxes    = XV_Nakoruru_214c.png
| damage      = 105 (35*3)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 16
| active      = 5 (10) 5 (9) 5
| recovery    = 24
| hitadv      = -8
| blockadv    = -10
| invul      =
| stun        = 90 (30*3)
| guardDamage = 90 (30*3)
}}
 
====214AC====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214ac
| name        = Kamui Rimuse
| header      = no
| version    = AC
| orderId    = 3
| input      = 623AC
| images      = XV_Nakoruru_214a_ima.png
| hitboxes    = XV_Nakoruru_214ac.png
| damage      = 90 (30*3)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 16
| active      = 5 (10) 5 (9) 5
| recovery    = 24
| hitadv      = Crumple - HKD (97)
| blockadv    = -10
| invul      =
| stun        = 0
| guardDamage = 90 (30*3)
}}
 
===Kamui Rimuse Return===
====214A~A/C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214a_p
| name        = Kamui Rimuse Return
| header      = yes
| version    = A
| orderId    = 1
| input      = 214A~A/C
| images      = XV_Nakoruru_214a_p_ima.png
| hitboxes    = XV_Nakoruru_214a_p.png
| damage      = 30
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 6
| active      = 8
| recovery    = 29
| hitadv      = SKD (26: Tech / 66: Non-tech)
| blockadv    = -18
| invul      =
| stun        = 30
| guardDamage = 30
}}
 
====214C~A/C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214c_p
| name        = Kamui Rimuse Return
| header      = no
| version    = C
| orderId    = 2
| input      = 623C~A/C
| images      = XV_Nakoruru_214a_p_ima.png
| hitboxes    = XV_Nakoruru_214a_p.png
| damage      = 30
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      = 8
| recovery    = 29
| hitadv      = HKD (65)
| blockadv    = -18
| invul      =
| stun        = 30
| guardDamage = 30
}}
 
====214AC~A/C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214ac_p
| name        = Kamui Rimuse Return
| header      = no
| version    = AC
| orderId    = 3
| input      = 214AC~A/C
| images      = XV_Nakoruru_214a_p_ima.png
| hitboxes    = XV_Nakoruru_214a_p.png
| damage      = 40
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      = 8
| recovery    = 27
| hitadv      = SKD (39: Tech / 66: Non-tech)
| blockadv    = -16
| invul      =
| stun        = 0
| guardDamage = 40
}}
 
===Amube Yatoro===
====236B====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236b
| name        = Amube Yatoro
| header      = yes
| version    = B
| orderId    = 1
| input      = 236B
| images      = XV_Nakoruru_236b_ima.png
| hitboxes    = XV_Nakoruru_236b.png, XV_Nakoruru_236b2.png
| damage      = 60
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 23
| active      = Projectile
| recovery    = 40
| hitadv      = -1 (Close Range) to 6 (Max Range)
| blockadv    = -3 (Close Range) to 4 (Max Range)
| invul      =
| stun        = 60
| guardDamage = 60
}}
 
====236D====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236d
| name        = Amube Yatoro
| header      = no
| version    = D
| orderId    = 2
| input      = 236D
| images      = XV_Nakoruru_236b_ima.png
| hitboxes    = XV_Nakoruru_236d.png, XV_Nakoruru_236d2.png
| damage      = 60
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 23
| active      = Projectile
| recovery    = 41
| hitadv      = -2 (Close Range) to 8 (Max Range)
| blockadv    = -4 (Close Range) to 6 (Max Range)
| invul      =
| stun        = 60
| guardDamage = 60
}}
 
====236BD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236bd
| name        = Amube Yatoro
| header      = no
| version    = BD
| orderId    = 3
| input      = 236BD
| images      = XV_Nakoruru_236b_ima.png
| hitboxes    = XV_Nakoruru_236bd.png, XV_Nakoruru_236bd2.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 18 (Air) / 20 (To front)
| active      = Projectile
| recovery    = 40
| hitadv      = SKD (49: Tech / 76: Non-tech) - Close
| blockadv    = -5 (Close Range) to 9 (Max Range)
| invul      =
| stun        = 0
| guardDamage = 80
}}
 
===Cling to Mamahaha===
====214B====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214b
| name        = Cling to Mamahaha
| header      = yes
| version    = B
| orderId    = 1
| input      = 214B
| images      = XV_Nakoruru_214b_ima.png
| hitboxes    = XV_Nakoruru_214b.png
| damage      =
| guard      =  
| guard      =  
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 14 (to Bird)
| active      =  
| active      = 115 (Neutral Bird Cling Duration) / 77 (Moving Bird Cling Duration)
| recovery    =  
| recovery    = 16 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 80 [40]
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}


====Placeholder Command Move====
====214D====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_6a
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214d
| name        = Placeholder Command Move
| name        = Cling to Mamahaha
| input      = 6A
| header      = no
| images      = XV_Nakoruru_6a_1_ima.png, XV_Nakoruru_6a_2_ima.png
| version    = D
| hitboxes    = XV_Nakoruru_6a.png
| orderId    = 2
| damage      = 70 [50]
| input      = 214D
| images      = XV_Nakoruru_214b_ima.png
| hitboxes    = XV_Nakoruru_214b.png
| damage      =  
| guard      =  
| guard      =  
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 23 (to Bird)
| active      =  
| active      = 75 (Neutal and Moving Bird Cling Duration)
| recovery    =  
| recovery    = 16 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 80 [40]
| stun        =  
| guardDamage =
}}
 
====214BD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214bd
| name        = Cling to Mamahaha
| header      = no
| version    = BD
| orderId    = 3
| input      = 214BD
| images      = XV_Nakoruru_214b_ima.png
| hitboxes    = XV_Nakoruru_214bd.png
| damage      =
| guard      =
| cancel      =
| startup    = 14 (to Bird)
| active      = 115 (Neutral Bird Cling Duration) / 77 (Moving Bird Cling Duration)
| recovery    = 5 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        =
| guardDamage =  
| guardDamage =  
}}
}}


===Placeholder Special Move===
===Mamahaha Attack (Cling to Mamahaha Followups)===
====236A====
====214B/D/BD~A====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236a
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_a
| name        = Placeholder Special Move
| name        = Mamahaha Attack (A)
| header      = yes
| header      = yes
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 236A
| input      = 214K~A
| images      = XV_Nakoruru_236a_ima.png
| images      = XV_Nakoruru_214k_a_ima.png
| hitboxes    = XV_Nakoruru_236a.png
| hitboxes    = XV_Nakoruru_214k_a.png
| damage      = 80
| damage      = 30
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5/ 16 (From neutral through Lk / EX Bird Cling)
| active      =  
| active      = 2
| recovery    =  
| recovery    = 15
| hitadv      =
| blockadv    =
| invul      =
| stun        = 30
| guardDamage = 30
}}
 
====214B/D/BD~C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_c
| name        = Mamahaha Attack (C)
| header      = no
| version    = C
| orderId    = 2
| input      = 214K~C
| images      = XV_Nakoruru_214k_c_ima.png
| hitboxes    = XV_Nakoruru_214k_c.png.png
| damage      = 50
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = 236P
| startup    = 7 / 18 (From neutral through Lk / EX Bird Cling)
| active      = 2
| recovery    = 25
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 50
| guardDamage =  
| guardDamage = 50
}}
 
===Kamui Mutsube (Cling to Mamahaha Followups)===
====214K~236A====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_236a
| name        = Kamui Mutsube
| header      = yes
| version    = A
| orderId    = 1
| input      = 214K_236A
| images      = XV_Nakoruru_214K_236a_ima.png
| hitboxes    = XV_Nakoruru_214K_236a.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =
| startup    = 10 / 21 (From neutral through Lk / EX Bird Cling)
| active      = Active until on ground
| recovery    = 30
| hitadv      = SKD
| blockadv    = -12 (Lowest height) to -17 (Highest height)
| invul      =
| stun        = 80
| guardDamage = 80
}}
}}


====236C====
====214K~236C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236c
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_236c
| name        = Placeholder Special Move
| name        = Kamui Mutsube
| header      = no
| header      = no
| version    = C
| version    = C
| orderId    = 2
| orderId    = 2
| input      = 236C
| input      = 214K_236C
| images      = XV_Nakoruru_236a_ima.png
| images      = XV_Nakoruru_214K_236a_ima.png
| hitboxes    = XV_Nakoruru_236c.png
| hitboxes    = XV_Nakoruru_214K_236a.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =
| startup    = 12 / 23 (From neutral through Lk / EX Bird Cling)
| active      = Active until on ground
| recovery    = 30
| hitadv      = SKD
| blockadv    = -12 (Lowest height) to -18 (Highest height)
| invul      =
| stun        = 80
| guardDamage = 80
}}
 
====214K~236AC====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_236ac
| name        = Kamui Mutsube
| header      = no
| version    = AC
| orderId    = 3
| input      = 214K~236AC
| images      = XV_Nakoruru_214K_236a_ima.png
| hitboxes    = XV_Nakoruru_214K_236ac.png
| damage      = 122 (80+20+20+20)
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]] to [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6 / 17 (From neutral through Lk / EX Bird Cling)
| active      = Active until on ground
| recovery    = 30
| hitadv      = SKD
| blockadv    = -12 (Lowest height) to -15 (Highest height)
| invul      =
| stun        = 0
| guardDamage = 140 (80+20+20+20)
}}
 
===Kamuyhum Kesupu (Cling to Mamahaha Followups)===
====214B/D/BD~j2D====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_j2d
| name        = Kamuyhum Kesupu
| header      = yes
| version    = D
| orderId    = 1
| input      = 214K~j2D
| images      = XV_Nakoruru_214k_j2d_ima.png
| hitboxes    = XV_Nakoruru_214k_j2d.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 13
| active      = 3
| recovery    = 12 on ground
| hitadv      = HKD
| blockadv    = 3 (Lowest height) to -2 (Highest height)
| invul      =
| stun        = 60
| guardDamage = 60
}}
 
====214B/D/BD~j2BD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_j2bd
| name        = Kamuyhum Kesupu
| header      = no
| version    = BD
| orderId    = 2
| input      = 214K~j2BD
| images      = XV_Nakoruru_214k_j2d_ima.png
| hitboxes    = XV_Nakoruru_214k_j2bd.png
| damage      = 80
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 13
| active      = 3
| recovery    = 12 on ground
| hitadv      = 5 (Lowest height) to 1 (Highest height)
| blockadv    = 3 (Lowest height) to -2 (Highest height)
| invul      =
| stun        = 0
| guardDamage = 60
}}
===Drop from Mamahaha (Cling to Mamahaha Followups)===
====214B/D/BD~N/4/6/8B/D====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_n_4_6_8k
| name        = Drop from Mamahaha
| header      = yes
| version    = B or D
| orderId    = 1
| input      = 214B/D/BD~N/4/6/8B/D
| images      = XV_Nakoruru_214k_nb_ima.png
| hitboxes    = XV_Nakoruru_214k_nb.png
| damage      =
| guard      =  
| guard      =  
| cancel      =  
| cancel      =  
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 3 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 0
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}


====236AC====
====214B/D/BD~N/4/6/8BD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236ac
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_n_4_6_8bd
| name        = Placeholder Special Move
| name        = Drop from Mamahaha
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 3
| orderId    = 2
| input      = 236AC
| input      = 214B/D/BD~N/4/6/8BD
| images      = XV_Nakoruru_236a_ima.png
| images      = XV_Nakoruru_214k_nb_ima.png
| hitboxes    = XV_Nakoruru_236ac.png
| hitboxes    = XV_Nakoruru_214k_nbd.png
| damage      = 108 (30+80)
| damage      =  
| guard      =  
| guard      =  
| cancel      =  
| cancel      =  
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 0
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}


===Kamuyhum Kesupu (Drop from Mamahaha Followup)===
====214B/D/BD~N/4/6/8BD~j2D====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_214k_n_4_6_8bd_j2d
| name        = Kamuyhum Kesupu
| header      = yes
| version    = D
| orderId    = 1
| input      = 214B/D/BD~N/4/6/8BD~j2D
| images      = XV_Nakoruru_j2d_ima.png
| hitboxes    = XV_Nakoruru_214k_j2d.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 10
| active      = 5
| recovery    = 12 on ground
| hitadv      = HKD
| blockadv    = 3 (Lowest height) to -2 (Highest height)
| invul      =
| stun        = 60
| guardDamage = 60
}}


===Placeholder Super Move===
==Supers==
===Elelyu Kamui Rimuse===
====236236A/C====
====236236A/C====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236236p
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236236p
| name        = Placeholder Super Move
| name        = Elelyu Kamui Rimuse
| header      = yes
| header      = yes
| version    = A or C
| version    = A or C
| orderId    = 1
| orderId    = 1
| input      = 236236A/C
| input      = 236236A/C
| images      = XV_Nakoruru_236a_ima.png
| images      = XV_Nakoruru_214K_236a_ima.png
| hitboxes    = XV_Nakoruru_236236p.png
| hitboxes    = XV_Nakoruru_236236p.png
| damage      = 200
| damage      = 190 (0+20+30+140)
| guard      =  
| guard      =  
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    =  
| startup    = 10
| active      =  
| active      = 6
| recovery    =  
| recovery    = 55
| hitadv      =  
| hitadv      = HKD (53)
| blockadv    =  
| blockadv    = -92 (Close Range) to -88 (Max Range)
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 757: Line 1,344:
====236236AC====
====236236AC====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236236ac
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236236ac
| name        = Placeholder Super Move
| name        = Elelyu Kamui Rimuse
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 2
| orderId    = 2
| input      = 236236AC
| input      = 236236AC
| images      = XV_Nakoruru_236236ac_ima.png
| images      = XV_Nakoruru_214K_236a_ima.png
| hitboxes    = XV_Nakoruru_236236ac.png
| hitboxes    = XV_Nakoruru_236236p.png
| damage      = 350
| damage      = 340 (0+20*3+130+150)
| guard      =  
| guard      =  
| cancel      = climax
| cancel      = climax
| startup    =  
| startup    = 10
| active      =  
| active      = 6
| recovery    =  
| recovery    = 55
| hitadv      =  
| hitadv      = HKD (77)
| blockadv    =  
| blockadv    = -92 (Close Range) to -88 (Max Range)
| invul      =  
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
 
===Irusuka Yatoro Rimuse===
====236236B====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236236b
| name        = Irusuka Yatoro Rimuse
| header      = yes
| version    = B
| orderId    = 1
| input      = 236236B
| images      = XV_Nakoruru_236236b_ima.png
| hitboxes    = XV_Nakoruru_236236b.png, XV_Nakoruru_236236b2.png
| damage      = 170
| guard      =
| cancel      = advanced, climax
| startup    = 7 (Air) / 11 (To front)
| active      = Projectile
| recovery    = 77
| hitadv      = HKD (38) - Close
| blockadv    = -47 (Close Range) to -43 (Max Range)
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 0
| guardDamage = 0
}}
 
====236236D====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236236D
| name        = Irusuka Yatoro Rimuse
| header      = no
| version    = D
| orderId    = 2
| input      = 236236D
| images      = XV_Nakoruru_236236b_ima.png
| hitboxes    = XV_Nakoruru_236236d.png, XV_Nakoruru_236236d2.png
| damage      = 170
| guard      =
| cancel      = advanced, climax
| startup    = 12 (Air) / 15 (To front)
| active      = Projectile
| recovery    = 77
| hitadv      = HKD (37) - Close
| blockadv    = -48 (Close Range) to -43 (Max Range)
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 0
| guardDamage = 0
}}
 
====236236BD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_236236bd
| name        = Irusuka Yatoro Rimuse
| header      = no
| version    = BD
| orderId    = 3
| input      = 236236BD
| images      = XV_Nakoruru_236236b_ima.png
| hitboxes    = XV_Nakoruru_236236bd.png, XV_Nakoruru_236236bd2.png
| damage      = 330 (0+90+90+150)
| guard      =
| cancel      = climax
| startup    = 7 (Air) / 9 (To front)
| active      = Projectile
| recovery    = 75
| hitadv      = HKD(71)
| blockadv    = -47 (Close Range) to -42 (Max Range)
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


===Placeholder Climax Move===
===Kusnaotke Sikannatki Mutsube===
====2141236CD====
====2141236CD====
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_2141236cd
{{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_2141236cd
| name        = Placeholder Climax Move
| name        = Kusnaotke Sikannatki Mutsube
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_Nakoruru_214236cd_1_ima.png,XV_Nakoruru_236p_6a_ima.png
| images      = XV_Nakoruru_214236cd_ima.png
| hitboxes    = XV_Nakoruru_2141236cd.png
| hitboxes    = XV_Nakoruru_2141236cd.png
| damage      = 470 (70+80+80+240) Min:  
| damage      = 430 (10+20+20+380) Min: 215
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 29
| recovery    =  
| recovery    = 61
| hitadv      =  
| hitadv      = HKD(47)
| blockadv    =  
| blockadv    = -79 (Close Range) to -60 (Max Range)
| invul      =  
| invul      = Full Body: 1 to 12 (12 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Latest revision as of 03:17, 19 August 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Nakoruru
Nakoruru_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
25Midcommand45553-3060


close B

Nakoruru
Nakoruru_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
30Midspecial6412-1-3-3060


close C

Nakoruru
Nakoruru_clc
cl.C
cl.C
close C


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (35+35)Midcommand (1), special (2)53 (7) 419-2-4-70 (35+35)120 (60+60)


close D

Nakoruru
Nakoruru_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 (60+20)Midcommand8519-2-4-70 (50+20)120 (100+20)


Far Standing Normals

far A

Nakoruru
Nakoruru_fa
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial7313-1-3-3060


far B

Nakoruru
Nakoruru_fb
f.B
f.B
far B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midspecial6412-1-3-3060


far C

Nakoruru
Nakoruru_fc
f.C
f.C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial9523-7-9-70120


far D

Nakoruru
Nakoruru_fd
f.D
f.D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10423-6-8-70120


Crouch Normals

crouch A

Nakoruru
Nakoruru_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand44742-3060


crouch B

Nakoruru
Nakoruru_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowspecial44101-1-1530


crouch C

Nakoruru
Nakoruru_2c
2C
2C
crouch C


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand7526-10-12-90120


crouch D

Nakoruru
Nakoruru_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand9614SKD (28: Tech / 55: Non-tech)-2-70120


Jump Normals

hop A

Nakoruru
Nakoruru_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-551 on ground--303050


jump A

Nakoruru
Nakoruru_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-571 on ground--303060


hop B

Nakoruru
Nakoruru_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--303050


jump B

Nakoruru
Nakoruru_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--303060


hop C

Nakoruru
Nakoruru_hc
h.C
h.C
hop C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground--7070100


jump C

Nakoruru
Nakoruru_jc
j.C
j.C
jump C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground--7070120


hop D

Nakoruru
Nakoruru_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-751 on ground--7070100


jump D

Nakoruru
Nakoruru_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-761 on ground--7070120


Blowback

Blowback

Nakoruru
Nakoruru_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
75Midspecial14427Wall Splat - HKD (gnd) (69 to 85)-8-100160


Shatterstrike

Nakoruru
Nakoruru_236cd
236CD
236CD
Shatterstrike

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


AdvanceStrike

Nakoruru
Nakoruru_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

Nakoruru
Nakoruru_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1271 on groundSKD--80120


jump CD

Nakoruru
Nakoruru_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1271 on groundSKD--80140


Rush

rush 1

Nakoruru
Nakoruru_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)Mid-6---5-7-30120 (60+60)


rush 2

Nakoruru
Nakoruru_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)Mid-6---3-5-30180 (60+60+60)


Throws

Ruten Kyougekijin

Nakoruru
Nakoruru_cthrow
(close) 4/6C
(close) 4/6C
Ruten Kyougekijin
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (30)Unblockable-00


Hougekiyou

Nakoruru
Nakoruru_dthrow
(close) 4/6D
(close) 4/6D
Hougekiyou
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (22)Unblockable-00


Rera Kishima Tek

Nakoruru
Nakoruru_airthrow
(in air, close) 4/6C
(in air, close) 4/6C
Rera Kishima Tek
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110HKD (37)--00


Command Normals

Surprise Attack

Nakoruru
Nakoruru_6a
6A
6A
Surprise Attack



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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]-22 [20]3 [4]17 (7 on ground) [16 (7 on ground)]-1-3-3060


Kamuyhum Kesupu

Nakoruru
Nakoruru_j2d
j2D
j2D
Kamuyhum Kesupu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-1051 on groundHKD14 (Lowest height) to 5 (Highest height)-6060


Chiten Zan

Nakoruru
Nakoruru_3a
3A
3A
Chiten Zan

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 (15*3)Low [Mid]special116190 (Close Range) to 1 (Max Range)-2 (Close Range) to -1 (Max Range)-60 (20*3)60 (20*3)


Sankaku-Tobi

Nakoruru
Nakoruru_j7
j7 (near the wall)
j7 (near the wall)
Sankaku-Tobi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
-----1 on ground-----


Specials

Annu Mutsube

236A

Nakoruru
Nakoruru_236a
236A
236A
Annu Mutsube
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Midsuper12925SKD (27: Tech / 54: Non-tech) - Close - Close-8 (Close Range) to 0 (Max Range)-6060


236C

Nakoruru
Nakoruru_236c
236C
236C
Annu Mutsube
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
100Midsuper181614SKD (37: Tech / 64: Non-tech) - Close-11 (Close Range) to 3 (Max Range)-8080


236AC

Nakoruru
Nakoruru_236ac
236AC
236AC
Annu Mutsube
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 (20*4)Mid-121633SKD (37: Tech / 64: Non-tech) - Close-18-080 (20*4)


Rera Mutsube

623A

Nakoruru
Nakoruru_623a
623A
623A
Rera Mutsube

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Midsuper6758 (41 on ground)SKD (27: Tech / 54: Non-tech)-46Full Body: 1 to 7 (7 Frames)8080


623C

Nakoruru
Nakoruru_623c
623C
623C
Rera Mutsube

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-81774 (41 on ground)SKD (11: Tech / 38: Non-tech)-72Full Body: 1 to 12 (12 Frames)120120


623AC

Nakoruru
Nakoruru_623ac
623AC
623AC
Rera Mutsube

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160 (70+30*3)Mid-41575 (41 on ground)SKD (27: Tech / 54: Non-tech)-80Full Body: 1 to 8 (8 Frames)0130 (70+30*2)


Kamui Rimuse

214A

Nakoruru
Nakoruru_214a
214A
214A
Kamui Rimuse
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
80Midsuper10524-8-10-4040


214C

Nakoruru
Nakoruru_214c
623C
623C
Kamui Rimuse
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
105 (35*3)Midsuper165 (10) 5 (9) 524-8-10-90 (30*3)90 (30*3)


214AC

Nakoruru
Nakoruru_214ac
623AC
623AC
Kamui Rimuse
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 (30*3)Mid-165 (10) 5 (9) 524Crumple - HKD (97)-10-090 (30*3)


Kamui Rimuse Return

214A~A/C

Nakoruru
Nakoruru_214a_p
214A~A/C
214A~A/C
Kamui Rimuse Return
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
30Midsuper6829SKD (26: Tech / 66: Non-tech)-18-3030


214C~A/C

Nakoruru
Nakoruru_214c_p
623C~A/C
623C~A/C
Kamui Rimuse Return
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-6829HKD (65)-18-3030


214AC~A/C

Nakoruru
Nakoruru_214ac_p
214AC~A/C
214AC~A/C
Kamui Rimuse Return
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Mid-6827SKD (39: Tech / 66: Non-tech)-16-040


Amube Yatoro

236B

Nakoruru
Nakoruru_236b
236B
236B
Amube Yatoro

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-23Projectile40-1 (Close Range) to 6 (Max Range)-3 (Close Range) to 4 (Max Range)-6060


236D

Nakoruru
Nakoruru_236d
236D
236D
Amube Yatoro

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-23Projectile41-2 (Close Range) to 8 (Max Range)-4 (Close Range) to 6 (Max Range)-6060


236BD

Nakoruru
Nakoruru_236bd
236BD
236BD
Amube Yatoro

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-18 (Air) / 20 (To front)Projectile40SKD (49: Tech / 76: Non-tech) - Close-5 (Close Range) to 9 (Max Range)-080


Cling to Mamahaha

214B

Nakoruru
Nakoruru_214b
214B
214B
Cling to Mamahaha
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
---14 (to Bird)115 (Neutral Bird Cling Duration) / 77 (Moving Bird Cling Duration)16 on ground-----


214D

Nakoruru
Nakoruru_214d
214D
214D
Cling to Mamahaha
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
---23 (to Bird)75 (Neutal and Moving Bird Cling Duration)16 on ground-----


214BD

Nakoruru
Nakoruru_214bd
214BD
214BD
Cling to Mamahaha
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
---14 (to Bird)115 (Neutral Bird Cling Duration) / 77 (Moving Bird Cling Duration)5 on ground-----


Mamahaha Attack (Cling to Mamahaha Followups)

214B/D/BD~A

Nakoruru
Nakoruru_214k_a
214K~A
214K~A
Mamahaha Attack (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
30Mid-5/ 16 (From neutral through Lk / EX Bird Cling)215---3030


214B/D/BD~C

Nakoruru
Nakoruru_214k_c
214K~C
214K~C
Mamahaha Attack (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
50Mid236P7 / 18 (From neutral through Lk / EX Bird Cling)225---5050


Kamui Mutsube (Cling to Mamahaha Followups)

214K~236A

Nakoruru
Nakoruru_214k_236a
214K_236A
214K_236A
Kamui Mutsube
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-10 / 21 (From neutral through Lk / EX Bird Cling)Active until on ground30SKD-12 (Lowest height) to -17 (Highest height)-8080


214K~236C

Nakoruru
Nakoruru_214k_236c
214K_236C
214K_236C
Kamui Mutsube
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-12 / 23 (From neutral through Lk / EX Bird Cling)Active until on ground30SKD-12 (Lowest height) to -18 (Highest height)-8080


214K~236AC

Nakoruru
Nakoruru_214k_236ac
214K~236AC
214K~236AC
Kamui Mutsube
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
122 (80+20+20+20)High to Mid-6 / 17 (From neutral through Lk / EX Bird Cling)Active until on ground30SKD-12 (Lowest height) to -15 (Highest height)-0140 (80+20+20+20)


Kamuyhum Kesupu (Cling to Mamahaha Followups)

214B/D/BD~j2D

Nakoruru
Nakoruru_214k_j2d
214K~j2D
214K~j2D
Kamuyhum Kesupu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-13312 on groundHKD3 (Lowest height) to -2 (Highest height)-6060


214B/D/BD~j2BD

Nakoruru
Nakoruru_214k_j2bd
214K~j2BD
214K~j2BD
Kamuyhum Kesupu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-13312 on ground5 (Lowest height) to 1 (Highest height)3 (Lowest height) to -2 (Highest height)-060


Drop from Mamahaha (Cling to Mamahaha Followups)

214B/D/BD~N/4/6/8B/D

Nakoruru
Nakoruru_214k_n_4_6_8k
214B/D/BD~N/4/6/8B/D
214B/D/BD~N/4/6/8B/D
Drop from Mamahaha
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
-----3 on ground-----


214B/D/BD~N/4/6/8BD

Nakoruru
Nakoruru_214k_n_4_6_8bd
214B/D/BD~N/4/6/8BD
214B/D/BD~N/4/6/8BD
Drop from Mamahaha
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
-----1 on ground-----


Kamuyhum Kesupu (Drop from Mamahaha Followup)

214B/D/BD~N/4/6/8BD~j2D

Nakoruru
Nakoruru_214k_n_4_6_8bd_j2d
214B/D/BD~N/4/6/8BD~j2D
214B/D/BD~N/4/6/8BD~j2D
Kamuyhum Kesupu
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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-10512 on groundHKD3 (Lowest height) to -2 (Highest height)-6060


Supers

Elelyu Kamui Rimuse

236236A/C

Nakoruru
Nakoruru_236236p
236236A/C
236236A/C
Elelyu Kamui Rimuse
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 (0+20+30+140)-advanced, climax10655HKD (53)-92 (Close Range) to -88 (Max Range)Full Body: 1 to 3 (3 Frames)00


236236AC

Nakoruru
Nakoruru_236236ac
236236AC
236236AC
Elelyu Kamui Rimuse
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
340 (0+20*3+130+150)-climax10655HKD (77)-92 (Close Range) to -88 (Max Range)Full Body: 1 (1 Frame)00


Irusuka Yatoro Rimuse

236236B

Nakoruru
Nakoruru_236236b
236236B
236236B
Irusuka Yatoro Rimuse

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
170-advanced, climax7 (Air) / 11 (To front)Projectile77HKD (38) - Close-47 (Close Range) to -43 (Max Range)Full Body: 1 to 10 (10 Frames)00


236236D

Nakoruru
Nakoruru_236236D
236236D
236236D
Irusuka Yatoro Rimuse

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
170-advanced, climax12 (Air) / 15 (To front)Projectile77HKD (37) - Close-48 (Close Range) to -43 (Max Range)Full Body: 1 to 10 (10 Frames)00


236236BD

Nakoruru
Nakoruru_236236bd
236236BD
236236BD
Irusuka Yatoro Rimuse

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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 (0+90+90+150)-climax7 (Air) / 9 (To front)Projectile75HKD(71)-47 (Close Range) to -42 (Max Range)Full Body: 1 to 15 (15 Frames)00


Kusnaotke Sikannatki Mutsube

2141236CD

Nakoruru
Nakoruru_2141236cd
2141236CD
2141236CD
Kusnaotke Sikannatki Mutsube
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/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
430 (10+20+20+380) Min: 215Mid-52961HKD(47)-79 (Close Range) to -60 (Max Range)Full Body: 1 to 12 (12 Frames)00