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The King of Fighters XV/Kim Kaphwan/Data: Difference between revisions

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Line 5: Line 5:
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_kim_c.A_ima.png
| images   = XV_Kim_cA_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_cA.png
| damage   = 25
| damage   = 25
| guard   = mid
| guard   = mid
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   = +5
| hitadv   = +5
| blockadv   = +3
| blockadv   = +3
Line 24: Line 24:
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_kim_c.B_ima.png
| images   = XV_Kim_cB_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_cB.png
| damage   = 30
| damage   = 30
| guard   = low
| guard   = low
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 6
| recovery   =  
| recovery   = 6
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
Line 43: Line 43:
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_kim_c.C_ima.png
| images   = XV_Kim_cC_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_cC.png
| damage   = 70
| damage   = 70
| guard   = mid
| guard   = mid
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 3
| recovery   =  
| recovery   = 23
| hitadv   = -5
| hitadv   = -5
| blockadv   = -7
| blockadv   = -7
Line 62: Line 62:
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_kim_c.D_ima.png
| images   = XV_Kim_cD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_cD.png
| damage   = 80
| damage   = 80
| guard   =  
| guard   =  
| cancel   = command
| cancel   = command
| startup   = 6
| startup   = 6
| active   =  
| active   = 8
| recovery   =  
| recovery   = 16
| hitadv   = -3
| hitadv   = -3
| blockadv   = -3
| blockadv   = -3
Line 82: Line 82:
| name   = stand A
| name   = stand A
| input   = 5A
| input   = 5A
| images   = XV_kim_5A_ima.png
| images   = XV_Kim_5A.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_5A_hb.png
| damage   = 25
| damage   = 25
| guard   = mid
| guard   = mid
| cancel   = special
| cancel   = super
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 11
| hitadv   = +0
| hitadv   = +0
| blockadv   = -2
| blockadv   = -2
Line 101: Line 101:
| name   = stand B
| name   = stand B
| input   = 5B
| input   = 5B
| images   = XV_kim_5B_ima.png
| images   = XV_Kim_5B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_5B.png
| damage   = 30
| damage   = 30
| guard   = mid
| guard   = mid
| cancel   = super
| cancel   = super
| startup   = 6
| startup   = 6
| active   =  
| active   = 5
| recovery   =  
| recovery   = 9
| hitadv   = +1
| hitadv   = +1
| blockadv   = -1
| blockadv   = -1
Line 120: Line 120:
| name   = stand C
| name   = stand C
| input   = 5C
| input   = 5C
| images   = XV_kim_5C_ima.png
| images   = XV_Kim_5C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_5C.png
| damage   = 70
| damage   = 70
| guard   = mid
| guard   = mid
| cancel   = special
| cancel   = super
| startup   = 9
| startup   = 9
| active   =  
| active   = 3
| recovery   =  
| recovery   = 20
| hitadv   = -2
| hitadv   = -2
| blockadv   = -4
| blockadv   = -4
Line 139: Line 139:
| name   = stand D
| name   = stand D
| input   = 5D
| input   = 5D
| images   = XV_kim_5D_ima.png
| images   = XV_Kim_5D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_5D.png, XV_Kim_5D2.png
| damage   = 80 (40+40)
| damage   = 80 (40+40)
| guard   = mid
| guard   = mid
| cancel   = super
| cancel   = super
| startup   = 11
| startup   = 11
| active   =  
| active   = 2 (7) 2
| recovery   =  
| recovery   = 20
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
Line 159: Line 159:
| name   = crouch A
| name   = crouch A
| input   = 2A
| input   = 2A
| images   = XV_kim_2A_ima.png
| images   = XV_Kim_2A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_2A.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 8
| hitadv   = +4
| hitadv   = +4
| blockadv   = +2
| blockadv   = +2
Line 178: Line 178:
| name   = crouch B
| name   = crouch B
| input   = 2B
| input   = 2B
| images   = XV_kim_2B_ima.png
| images   = XV_Kim_2B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_2B.png
| damage   = 15
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = self, super
| cancel   = self, super
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = +2
| hitadv   = +2
| blockadv   = +0
| blockadv   = +0
Line 197: Line 197:
| name   = crouch C
| name   = crouch C
| input   = 2C
| input   = 2C
| images   = XV_kim_2C_ima.png
| images   = XV_Kim_2C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_2C.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 8
| startup   = 6
| active   =  
| active   = 5
| recovery   =  
| recovery   = 17
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
Line 216: Line 216:
| name   = crouch D
| name   = crouch D
| input   = 2D
| input   = 2D
| images   = XV_kim_2D_ima.png
| images   = XV_Kim_2D_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_2D.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   =  
| cancel   = command
| startup   = 8
| startup   = 8
| active   =  
| active   = 5
| recovery   =  
| recovery   = 19
| hitadv   = Soft Knockdown (+25)
| hitadv   = SKD (+25)
| blockadv   = -5
| blockadv   = -5
| invul   =  
| invul   =  
Line 239: Line 239:
| orderId   = 1
| orderId   = 1
| input   = h.A
| input   = h.A
| images   = XV_kim_j.A_ima.png
| images   = XV_Kim_jA_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_hA.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 253: Line 253:
| guardDamage = 50
| guardDamage = 50
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_ja
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_ja
Line 260: Line 261:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_kim_j.A_ima.png
| images   = XV_Kim_jA_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_jA.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 282: Line 283:
| orderId   = 1
| orderId   = 1
| input   = h.B
| input   = h.B
| images   = XV_kim_j.B_ima.png
| images   = XV_Kim_jB_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_hB.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 4
| startup   = 4
| active   =  
| active   = 9
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 296: Line 297:
| guardDamage = 50
| guardDamage = 50
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_jb
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_jb
Line 303: Line 305:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_kim_j.B_ima.png
| images   = XV_Kim_jB_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_jB.png
| damage   = 35
| damage   = 35
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 4
| startup   = 4
| active   =  
| active   = 10
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 317: Line 319:
| guardDamage = 60
| guardDamage = 60
}}
}}


====hop C====
====hop C====
Line 326: Line 327:
| orderId   = 1
| orderId   = 1
| input   = h.C
| input   = h.C
| images   = XV_kim_j.C_ima.png
| images   = XV_Kim_jC_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_hC.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage = 100
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_jc
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_jc
Line 347: Line 349:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_kim_j.C_ima.png
| images   = XV_Kim_jC_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_jC.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 361: Line 363:
| guardDamage = 120
| guardDamage = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_hd
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_hd
Line 368: Line 371:
| orderId   = 1
| orderId   = 1
| input   = h.D
| input   = h.D
| images   = XV_kim_j.D_ima.png
| images   = XV_Kim_jD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_hD.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 8
| startup   = 8
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 390: Line 393:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_kim_j.D_ima.png
| images   = XV_Kim_jD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_jD.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 8
| startup   = 8
| active   =  
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 415: Line 418:
| images      = XV_kim_rush1_ima.png
| images      = XV_kim_rush1_ima.png
| hitboxes    = XV_kim_rush1.png
| hitboxes    = XV_kim_rush1.png
| damage      =  
| damage      = 48 (25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
Line 425: Line 428:
| invul      =  
| invul      =  
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage = 60
}}
}}


Line 437: Line 440:
| images      = XV_kim_rush2_ima.png
| images      = XV_kim_rush2_ima.png
| hitboxes    = XV_kim_rush2.png
| hitboxes    = XV_kim_rush2.png
| damage      =  
| damage      = 70 (25+25+25)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
Line 447: Line 450:
| invul      =  
| invul      =  
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage = 60
}}
}}


Line 455: Line 458:
| name   = Naeryo Chagi
| name   = Naeryo Chagi
| input   = 6b
| input   = 6b
| images   = XV_kim_6b_ima.png
| images   = XV_Kim_6B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_6B.png, XV_Kim_6B2.png
| damage   = 60 [50]
| damage   = 60 [50]
| guard   = high [mid]
| guard   = high [mid]
| cancel   = super [special]
| cancel   = super [special]
| startup   = 24 [18]
| startup   = 24 [18]
| active   = ? [?]
| active   = 2 [2]
| recovery   = ?? [??]
| recovery   = 22 [19]
| hitadv   = -3 [0]
| hitadv   = -3 [0]
| blockadv   = -5 [-2]
| blockadv   = -5 [-2]
| invul   =  
| invul   =  
| stun        = 60
| stun        = 60
| guardDamage = ? [?]
| guardDamage = 60 [60]
}}
}}


Line 474: Line 477:
| name   = Twio Yop Chagi
| name   = Twio Yop Chagi
| input   = 66A
| input   = 66A
| images   = XV_kim_66A_ima.png
| images   = XV_Kim_66A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_66A.png
| damage   = 40
| damage   = 40
| guard   = mid
| guard   = mid
| cancel   = special
| cancel   = special
| startup   = 13 [11]
| startup   = 13 [11]
| active   = ?
| active   = 7
| recovery   = ?
| recovery   = 31
| hitadv   = -20
| hitadv   = -20
| blockadv   = -19
| blockadv   = -19
| invul   =  
| invul   =  
| stun        = 40
| stun        = 40
| guardDamage = ?
| guardDamage = 40
}}
}}


Line 494: Line 497:
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_kim_CD_ima.png
| images   = XV_Kim_5CD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_5CD.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 16
| startup   = 16
| active   = ?
| active   = 7
| recovery   = ?
| recovery   = 20
| hitadv   = Wall Splat +73~+89 (Ground hit) / Soft Knockdown (Air hit)
| hitadv   = Wall Splat +73~+89 (Ground hit) / SKD (Air hit)
| blockadv   = -4
| blockadv   = -4
| invul   =  
| invul   =  
Line 514: Line 517:
| input   = 236CD
| input   = 236CD
| images   = XV_kim_236cd_ima.png
| images   = XV_kim_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kim_236cd.png, XV_kim_236cd2.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   = ?
| active   = 6
| recovery   = ?
| recovery   = 27
| hitadv   = Crumple +93 (Ground Hit) / Wall Bounce (Air hit)
| hitadv   = Crumple +93 (Ground Hit) / Wall Bounce (Air hit)
| blockadv   = -10
| blockadv   = -10
Line 526: Line 529:
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_kim_214cd_ima.png
| hitboxes    = XV_kim_214cd.png, XV_kim_214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


Line 535: Line 557:
| orderId   = 1
| orderId   = 1
| input   = h.CD
| input   = h.CD
| images   = XV_kim_j.CD_ima.png
| images   = XV_Kim_jCD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_hCD.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 14
| startup   = 14
| active   = ?
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
Line 549: Line 571:
| guardDamage = 120
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_jcd
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_jcd
Line 556: Line 579:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_kim_j.CD_ima.png
| images   = XV_Kim_jCD_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kim_jCD.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 14
| startup   = 14
| active   = ?
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
Line 577: Line 600:
| input   = (close) 4/6+C
| input   = (close) 4/6+C
| images   = XV_kim_cthrow_ima.png
| images   = XV_kim_cthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kim_cthrow.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
Line 584: Line 607:
| active   = 1
| active   = 1
| recovery   = 0
| recovery   = 0
| hitadv   = Hard Knockdown (+47)
| hitadv   = HKD (+47)
| blockadv   = Unblockable
| blockadv   = Unblockable
| invul   =  
| invul   =  
Line 596: Line 619:
| input   = (close) 4/6+D
| input   = (close) 4/6+D
| images   = XV_kim_dthrow_ima.png
| images   = XV_kim_dthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_kim_dthrow.png
| damage   = 100
| damage   = 100
| guard   =  
| guard   =  
Line 603: Line 626:
| active   = 1
| active   = 1
| recovery   = 0
| recovery   = 0
| hitadv   = Hard Knockdown (+39)
| hitadv   = HKD (+39)
| blockadv   = Unblockable
| blockadv   = Unblockable
| invul   =  
| invul   =  
Line 619: Line 642:
| orderId    = 1
| orderId    = 1
| input      = 214B
| input      = 214B
| images      = XV_kim_214b_ima.png
| images      = XV_Kim_214K1_ima.png
| hitboxes    = XV_kim_214b.png
| hitboxes    = XV_kim_214b.png
| damage      = 80
| damage      = 80
Line 625: Line 648:
| cancel      = super
| cancel      = super
| startup    = 15
| startup    = 15
| active      = ?
| active      = 2
| recovery    = ?
| recovery    = 22
| hitadv      = Soft Knockdown (+31)
| hitadv      = SKD (+31)
| blockadv    = -5
| blockadv    = -5
| invul      =
| invul      =
| stun        = 60
| stun        = 60
| guardDamage = ?
| guardDamage = 80
}}
}}


Line 641: Line 664:
| orderId    = 2
| orderId    = 2
| input      = 214D
| input      = 214D
| images      = XV_kim_214d_ima.png
| images      = XV_Kim_214K2_ima.png
| hitboxes    = XV_kim_214d.png
| hitboxes    = XV_kim_214d.png, XV_kim_214d2.png, XV_kim_214d3.png
| damage      = 120 (40+40+40)
| damage      = 120 (40+40+40)
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 17
| startup    = 17
| active      = ?
| active      = 4 (3) 2
| recovery    = ?
| recovery    = 31
| hitadv      = Soft Knockdown (+23)
| hitadv      = SKD (+23)
| blockadv    = -14
| blockadv    = -14
| invul      =  
| invul      =  
| stun        = 120 (40*3)
| stun        = 120 (40*3)
| guardDamage = ?
| guardDamage = 120 (40*3)
}}
}}


Line 663: Line 686:
| orderId    = 3
| orderId    = 3
| input      = 214BD
| input      = 214BD
| images      = XV_kim_214d_ima.png
| images      = XV_Kim_214K3_ima.png
| hitboxes    = XV_kim_214bd.png
| hitboxes    = XV_kim_214bd.png, XV_kim_214bd2.png, XV_kim_214bd3.png
| damage      = 140 (70+70)
| damage      = 140 (70+70)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      = ?
| active      = 4 (3) 2
| recovery    = ?
| recovery    = 19
| hitadv      = Soft Knockdown (+37)
| hitadv      = SKD (+37)
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 80 (40+40)
}}
}}


Line 686: Line 709:
| orderId    = 1
| orderId    = 1
| input      = j214B
| input      = j214B
| images      = XV_kim_214b_ima.png
| images      = XV_kim_air_214b_ima.png
| hitboxes    = XV_kim_214b.png
| hitboxes    = XV_kim_air_214b.png
| damage      = 60
| damage      = 60
| guard      = mid
| guard      = mid
| cancel      = super
| cancel      = super
| startup    = 15
| startup    = 15
| active      = ?
| active      = 3
| recovery    = ?
| recovery    = 11 on ground
| hitadv      = Soft Knockdown (+29~+36)
| hitadv      = SKD (+29~+36)
| blockadv    = -7~+0
| blockadv    = -7~+0
| invul      =
| invul      =
| stun        = 40
| stun        = 40
| guardDamage = ?
| guardDamage = 60
}}
}}


Line 708: Line 731:
| orderId    = 2
| orderId    = 2
| input      = j214D
| input      = j214D
| images      = XV_kim_214d_ima.png
| images      = XV_kim_air_214d_ima.png
| hitboxes    = XV_kim_214d.png
| hitboxes    = XV_kim_air_214b.png
| damage      = ? (?)
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 17
| startup    = 17
| active      = ?
| active      = 3
| recovery    = ?
| recovery    = 13 on ground
| hitadv      = Soft Knockdown (+38~+44)
| hitadv      = HKD (+38~+44)
| blockadv    = -7~-1
| blockadv    = -7~-1
| invul      =  
| invul      =  
| stun        = ?
| stun        = 60
| guardDamage = ?
| guardDamage = 80
}}
}}


Line 730: Line 753:
| orderId    = 3
| orderId    = 3
| input      = j214BD
| input      = j214BD
| images      = XV_kim_214d_ima.png
| images      = XV_kim_air_214bd_ima.png
| hitboxes    = XV_kim_214bd.png
| hitboxes    = XV_kim_air_214bd.png, XV_kim_air_214bd2.png, XV_kim_air_214bd3.png
| damage      = 100 (20+80)
| damage      = 100 (20+80)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      = ?
| active      = 4 (3) 3
| recovery    = ?
| recovery    = 12 on ground
| hitadv      = Soft Knockdown (+33~+36)
| hitadv      = SKD (+33~+36)
| blockadv    = -4~+2
| blockadv    = -4~+2
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 100 (50+50)
}}
}}


Line 754: Line 777:
| input      = 28B
| input      = 28B
| images      = XV_kim_28K_ima.png
| images      = XV_kim_28K_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_kim_28B.png, XV_kim_28B2.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 4
| startup    = 4
| active      = ?
| active      = 6
| recovery    = ?
| recovery    = 47 (18 on ground)
| hitadv      = Soft Knockdown (+14)
| hitadv      = SKD (+14)
| blockadv    = -34
| blockadv    = -34~-32
| invul      =  
| invul      = full body against physical air strike 1-5
| stun        = 60
| stun        = 60
| guardDamage = ?
| guardDamage = 80
}}
}}


Line 776: Line 799:
| input      = 28D
| input      = 28D
| images      = XV_kim_28K_ima.png
| images      = XV_kim_28K_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_kim_28D.png, XV_kim_28D2.png, XV_kim_28D3.png, XV_kim_28D4.png
| damage      = 90 (50+20+20)
| damage      = 90 (50+20+20)
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 8
| startup    = 8
| active      = ?
| active      = 12
| recovery    = ?
| recovery    = 55 (24 on ground)
| hitadv      = Soft Knockdown (+11)
| hitadv      = SKD (+11)
| blockadv    = -43
| blockadv    = -43
| invul      = ?
| invul      = full body 1-12
| stun        = 90 (50+20+20)
| stun        = 90 (50+20+20)
| guardDamage = ?
| guardDamage = 70 (50+20)
}}
}}


Line 797: Line 820:
| orderId    = 2
| orderId    = 2
| input      = 28D
| input      = 28D
| images      = XV_kim_28K_ima.png
| images      = XV_kim_28K_2D_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_kim_28K_2D.png
| damage      = 50
| damage      = 50
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 8 (16)
| active      = ?
| active      = 7
| recovery    = ?
| recovery    = 39 (23 on ground)
| hitadv      = Hard Knockdown (+23)
| hitadv      = HKD (+23)
| blockadv    = -53
| blockadv    = -53
| invul      = ?
| invul      =  
| stun        = 60
| stun        = 60
| guardDamage = ?
| guardDamage =  
}}
}}


Line 820: Line 843:
| input      = 28BD
| input      = 28BD
| images      = XV_kim_28K_ima.png
| images      = XV_kim_28K_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_kim_28BD.png, XV_kim_28BD2.png, XV_kim_28BD3.png, XV_kim_28BD4.png, XV_kim_28BD5.png, XV_kim_28BD6.png, XV_kim_28BD7.png
| damage      = 170 (60+30+30+50)
| damage      = 170 (60+30+30+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 4
| startup    = 4
| active      = ?
| active      = 5 (6) 5 (21) 7
| recovery    = ?
| recovery    = 41 (21 on ground)
| hitadv      = Hard Knockdown (+30)
| hitadv      = HKD (+30)
| blockadv    = -66
| blockadv    = -66
| invul      = Full Body: 1 to 10 (10 Frames)
| invul      = Full Body: 1 to 8 (8 Frames)
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 50
}}
}}


Line 848: Line 871:
| cancel      = super
| cancel      = super
| startup    = 11
| startup    = 11
| active      = ?
| active      = Active until on ground
| recovery    = ?
| recovery    = 10
| hitadv      = Soft Knockdown (+4)
| hitadv      = SKD (+1~+4)
| blockadv    = -28
| blockadv    = -28
| invul      =
| invul      =
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 0
}}
}}


Line 864: Line 887:
| orderId    = 2
| orderId    = 2
| input      = j236D
| input      = j236D
| images      = XV_kim_236d_ima.png
| images      = XV_kim_236b_ima.png
| hitboxes    = XV_kim_236d.png
| hitboxes    = XV_kim_236b.png
| damage      = 70 (0+17+17+17+19)
| damage      = 70 (0+17+17+17+19)
| guard      = mid
| guard      = mid
| cancel      = super
| cancel      = super
| startup    = 11
| startup    = 11
| active      = ?
| active      = Active until on ground
| recovery    = ?
| recovery    = 10
| hitadv      = Soft Knockdown (+4)
| hitadv      = SKD (+1~+4)
| blockadv    = -28
| blockadv    = -28
| invul      =
| invul      =
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 0
}}
}}


Line 886: Line 909:
| orderId    = 3
| orderId    = 3
| input      = j236BD
| input      = j236BD
| images      = XV_kim_236d_ima.png
| images      = XV_kim_236b_ima.png
| hitboxes    = XV_kim_236bd.png
| hitboxes    = XV_kim_236bd.png
| damage      = 106 (50+30+30)
| damage      = 106 (50+30+30)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 3
| startup    = 15
| active      = ?
| active      = Active until on ground
| recovery    = ?
| recovery    = 14
| hitadv      = Soft Knockdown (+37~+39)
| hitadv      = SKD (+37~+39)
| blockadv    = +1~+3
| blockadv    = +1~+3
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 80 (20*4)
}}
}}


Line 915: Line 938:
| cancel      = super
| cancel      = super
| startup    = 10
| startup    = 10
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 20
| hitadv      = -6
| hitadv      = -4
| blockadv    = -8
| blockadv    = -6
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage = ?
| guardDamage = 40
}}
}}


Line 932: Line 955:
| input      = 214C
| input      = 214C
| images      = XV_kim_214A_ima.png
| images      = XV_kim_214A_ima.png
| hitboxes    = XV_kim_214c.png
| hitboxes    = XV_kim_214a.png
| damage      = 30
| damage      = 40
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 15
| startup    = 15
| active      = 3
| active      = 5
| recovery    = 25
| recovery    = 26
| hitadv      = -7
| hitadv      = -10
| blockadv    = -9
| blockadv    = -12
| invul      =  
| invul      =  
| stun        = 20
| stun        = 30
| guardDamage = 30
| guardDamage = 40
}}
}}


Line 954: Line 977:
| input      = 214AC
| input      = 214AC
| images      = XV_kim_214A_ima.png
| images      = XV_kim_214A_ima.png
| hitboxes    = XV_kim_214ac.png
| hitboxes    = XV_kim_214a.png
| damage      = 40
| damage      = 40
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 12
| active      = 3
| active      = 5
| recovery    = 22
| recovery    = 18
| hitadv      = -4
| hitadv      = -2
| blockadv    = -6
| blockadv    = -4
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage = ?
| guardDamage = 40
}}
}}


Line 981: Line 1,004:
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 10
| startup    = 12
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 22
| hitadv      = -8
| hitadv      = -6
| blockadv    = -10
| blockadv    = -8
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage = ?
| guardDamage = 40
}}
}}


Line 1,003: Line 1,026:
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 17
| startup    = 16
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 32
| hitadv      = -16
| hitadv      = -16
| blockadv    = -18
| blockadv    = -18
| invul      =  
| invul      =  
| stun        = 0
| stun        = 30
| guardDamage = ?
| guardDamage = 40
}}
}}


Line 1,021: Line 1,044:
| input      = 214AC4P
| input      = 214AC4P
| images      = XV_kim_214A4P_ima.png
| images      = XV_kim_214A4P_ima.png
| hitboxes    = XV_kim_214ac4p.png
| hitboxes    = XV_kim_214a4p.png
| damage      = ?
| damage      = 45
| guard      = Mid
| guard      = Mid
| cancel      = 45
| cancel      =  
| startup    = 12
| startup    = 12
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 22
| hitadv      = -6
| hitadv      = -6
| blockadv    = -8
| blockadv    = -8
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage = ?
| guardDamage = 40
}}
}}


Line 1,043: Line 1,066:
| orderId    = 1
| orderId    = 1
| input      = 214A4P
| input      = 214A4P
| images      = XV_kim_214A4P4P_ima.png
| images      = XV_kim_214A4P4A_ima.png
| hitboxes    = XV_kim_214a4p4p.png
| hitboxes    = XV_kim_214a4p4p.png, XV_kim_214a4p4p2.png
| damage      = 80 (50+30)
| damage      = 80 (50+30)
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 10
| startup    = 20
| active      = ?
| active      = 8
| recovery    = ?
| recovery    = 33
| hitadv      = Hard Knockdown (+30)
| hitadv      = HKD (+30)
| blockadv    = -16
| blockadv    = -16
| invul      =  
| invul      =  
| stun        = 70 (40+30)
| stun        = 70 (40+30)
| guardDamage = ?
| guardDamage = 80 (40+40)
}}
}}


Line 1,065: Line 1,088:
| orderId    = 2
| orderId    = 2
| input      = 214C4P
| input      = 214C4P
| images      = XV_kim_214C4P4P_ima.png
| images      = XV_kim_214A4P4C_ima.png
| hitboxes    = XV_kim_214c4p4p.png
| hitboxes    = XV_kim_214c4p4p.png
| damage      = 80
| damage      = 80
Line 1,071: Line 1,094:
| cancel      = super
| cancel      = super
| startup    = 17
| startup    = 17
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 36
| hitadv      = Hard Knockdown (+61)
| hitadv      = HKD (+61)
| blockadv    = -22
| blockadv    = -22
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
| guardDamage = ?
| guardDamage = 40
}}
}}


Line 1,087: Line 1,110:
| orderId    = 3
| orderId    = 3
| input      = 214AC4P4P
| input      = 214AC4P4P
| images      = XV_kim_214AC4P4P_ima.png
| images      = XV_kim_214AC4P4AC_ima.png
| hitboxes    = XV_kim_214ac4p4p.png
| hitboxes    = XV_kim_214ac4p4p.png, XV_kim_214ac4p4p2.png
| damage      = 60 (20+40)
| damage      = 60 (20+40)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      = ?
| active      = 7 (4) 7
| recovery    = ?
| recovery    = 24
| hitadv      = Hard Knockdown (+39)
| hitadv      = HKD (+39)
| blockadv    = -12
| blockadv    = -12
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 80 (40+40)
}}
}}


===Sanren Geki 1 Shiki===
===Sankuu Geki 1 Shiki===
====214A9K====
====214A9K====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214a~9k
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214a~9k
| name        = Sanren Geki 1 Shiki
| name        = Sankuu Geki 1 Shiki
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 214A9K
| input      = 214A9K
| images      = XV_kim_214A9K_ima.png
| images      = XV_kim_214P9K_ima.png
| hitboxes    = XV_kim_214a9k.png
| hitboxes    = XV_kim_214a9k.png
| damage      = 45
| damage      = 45
Line 1,116: Line 1,139:
| cancel      = super
| cancel      = super
| startup    = 14
| startup    = 14
| active      = ?
| active      = 4
| recovery    = ?
| recovery    = 40
| hitadv      = Soft Knockdown (+10)
| hitadv      = SKD (+10)
| blockadv    = -25
| blockadv    = -25
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage = ?
| guardDamage = 40
}}
}}


====214C9K====
====214C9K====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214c~9k
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214c~9k
| name        = Sanren Geki 1 Shiki
| name        = Sankuu Geki 1 Shiki
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 214C9K
| input      = 214C9K
| images      = XV_kim_214A9K_ima.png
| images      = XV_kim_214P9K_ima.png
| hitboxes    = XV_kim_214c9k.png
| hitboxes    = XV_kim_214a9k.png
| damage      = 45
| damage      = 45
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 14
| startup    = 14
| active      = ?
| active      = 4
| recovery    = ?
| recovery    = 40
| hitadv      = Soft Knockdown (+10)
| hitadv      = SKD (+10)
| blockadv    = -25
| blockadv    = -25
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
| guardDamage = ?
| guardDamage = 40
}}
}}


====214AC9K====
====214AC9K====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214ac~9k
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214ac~9k
| name        = Sanren Geki 1 Shiki
| name        = Sankuu Geki 1 Shiki
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 214AC9K
| input      = 214AC9K
| images      = XV_kim_214A9K_ima.png
| images      = XV_kim_214P9K_ima.png
| hitboxes    = XV_kim_214ac9k.png
| hitboxes    = XV_kim_214a9k.png
| damage      = 45
| damage      = 45
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 14
| active      = ?
| active      = 4
| recovery    = ?
| recovery    = 40
| hitadv      = Soft Knockdown (+16)
| hitadv      = SKD (+16)
| blockadv    = -25
| blockadv    = -25
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 40
}}
}}


===Sanren Geki 2 Shiki===
===Sankuu Geki 2 Shiki===
====214A9K2K====
====214A9K2K====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214a~9k~2k
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214a~9k~2k
| name        = Sanren Geki 2 Shiki
| name        = Sankuu Geki 2 Shiki
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 214A4P
| input      = 214AC9K2K
| images      = XV_kim_214A9K2K_ima.png
| images      = XV_kim_214P9K2K_ima.png
| hitboxes    = XV_kim_214a9k2k.png
| hitboxes    = XV_kim_214a9k2k.png
| damage      = 50
| damage      = 50
Line 1,183: Line 1,206:
| cancel      = super
| cancel      = super
| startup    = 12
| startup    = 12
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 30
| hitadv      = Hard Knockdown (+34)
| hitadv      = HKD (+34)
| blockadv    = -16
| blockadv    = -16
| invul      =  
| invul      =  
| stun        = 50
| stun        = 50
| guardDamage = ?
| guardDamage = 50
}}
}}


====214C9K2K====
====214C9K2K====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214c~9k~2k
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214c~9k~2k
| name        = Sanren Geki 2 Shiki
| name        = Sankuu Geki 2 Shiki
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 214C4P
| input      = 214AC9K2K
| images      = XV_kim_214C9K2K_ima.png
| images      = XV_kim_214P9K2K_ima.png
| hitboxes    = XV_kim_214c9k2k.png
| hitboxes    = XV_kim_214a9k2k.png
| damage      = 50
| damage      = 50
| guard      = High
| guard      = High
| cancel      = super
| cancel      = super
| startup    = 12
| startup    = 12
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 30
| hitadv      = Hard Knockdown (+34)
| hitadv      = HKD (+34)
| blockadv    = -16
| blockadv    = -16
| invul      =  
| invul      =  
| stun        = 50
| stun        = 50
| guardDamage = ?
| guardDamage = 50
}}
}}


====214AC9K2K====
====214AC9K2K====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214ac~9k~2k
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214ac~9k~2k
| name        = Sanren Geki 2 Shiki
| name        = Sankuu Geki 2 Shiki
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 214AC9K2K
| input      = 214AC9K2K
| images      = XV_kim_214AC9K2K_ima.png
| images      = XV_kim_214P9K2K_ima.png
| hitboxes    = XV_kim_214ac9k2k.png
| hitboxes    = XV_kim_214a9k2k.png
| damage      = 50
| damage      = 50
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 30
| hitadv      = Juggle (+33)
| hitadv      = Juggle (+33)
| blockadv    = -16
| blockadv    = -16
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 40
}}
}}


Line 1,250: Line 1,273:
| cancel      = super
| cancel      = super
| startup    = 21
| startup    = 21
| active      = ?
| active      = 3
| recovery    = ?
| recovery    = 18
| hitadv      = Soft Knockdown (+33)
| hitadv      = SKD (+33)
| blockadv    = -2
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage = ?
| guardDamage = 80
}}
}}


Line 1,272: Line 1,295:
| cancel      = super
| cancel      = super
| startup    = 34
| startup    = 34
| active      = ?
| active      = 6
| recovery    = ?
| recovery    = 12
| hitadv      = Soft Knockdown (+36)
| hitadv      = SKD (+36)
| blockadv    = +3
| blockadv    = +3
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage = ?
| guardDamage = 100
}}
}}


Line 1,294: Line 1,317:
| cancel      =  
| cancel      =  
| startup    = 26
| startup    = 26
| active      = ?
| active      = 4
| recovery    = ?
| recovery    = 17
| hitadv      = +5
| hitadv      = SKD (33: Tech / 60: Non-tech)
| blockadv    = +2
| blockadv    = -2
| invul      =  
| invul      = Projectile Invincibility: 5 to 24 (20 frames)
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 80
}}
}}


===Hishou Kyaku===
===Hishou Kyaku during Hisen Kyaku===
====236AK====
====236AK====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_236a~k
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_236a~k
| name        = Hishou Kyaku (Feint)
| name        = Hishou Kyaku
| header      = yes
| header      = yes
| version    = A
| version    = A to K
| orderId    = 1
| orderId    = 1
| input      = 236AK
| input      = 236AK
| images      = XV_kim_236AK_ima.png
| images      = XV_kim_236b_ima.png
| hitboxes    = XV_kim_236ak.png
| hitboxes    = XV_kim_236b.png
| damage      = -
| damage      = -
| guard      = -
| guard      = -
| cancel      = -
| cancel      = -
| startup    = ?
| startup    = 11
| active      = -
| active      = -
| recovery    = ?
| recovery    = 10
| hitadv      = -
| hitadv      = -
| blockadv    = -
| blockadv    = -
Line 1,330: Line 1,353:
| name        = Hishou Kyaku
| name        = Hishou Kyaku
| header      = no
| header      = no
| version    = C
| version    = C to K
| orderId    = 2
| orderId    = 2
| input      = 236CK
| input      = 236CK
| images      = XV_kim_236AK_ima.png
| images      = XV_kim_236b_ima.png
| hitboxes    = XV_kim_236ck.png
| hitboxes    = XV_kim_236b.png
| damage      = ?
| damage      = 70 (0+17+17+17+19)
| guard      = Mid
| guard      = mid
| cancel      = super
| cancel      = super
| startup    = 3
| startup    = 11
| active      = ?
| active      = Active until on ground
| recovery    = ?
| recovery    = 10
| hitadv      = +1
| hitadv      = SKD (+1~+4)
| blockadv    = -31
| blockadv    = -28 (Lowest height) to -31 (Highest height)
| invul      =  
| invul      =
| stun        = 0
| stun        = 0
| guardDamage = ?
| guardDamage = 0
}}
 
====236PBD====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_236p~bd
| name        = Hishou Kyaku
| header      = no
| version    = Any version to BD
| orderId    = 3
| input      = 236ABD
| images      = XV_kim_236b_ima.png
| hitboxes    = XV_kim_236bd.png
| damage      = -
| guard      = Mid
| cancel      = -
| startup    = 15
| active      = Active till landing
| recovery    = 14
| hitadv      = SKD
| blockadv    = 3 (Lowest height)  to 1 (Highest height)
| invul      = -
| stun        = -
| guardDamage = -
}}
}}


Line 1,354: Line 1,399:
| name        = Houou Kyaku
| name        = Houou Kyaku
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 214236b
| input      = 214236b
| images      = XV_kim_214236b_ima.png
| images      = XV_kim_214236b_ima.png
| hitboxes    = XV_kim_214236b.png
| hitboxes    = XV_kim_214236b.png, XV_kim_214236b2.png
| damage      = 200 (0+5+5+10*3+15+15+130)
| damage      = 200 (0+5+5+10*3+15+15+130)
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = Advanced, Climax
| startup    = 11
| startup    = 11
| active      = ?
| active      = 17
| recovery    = ?
| recovery    = 40
| hitadv      = Hard Knockdown (+50)
| hitadv      = HKD (+50)
| blockadv    = -28
| blockadv    = -28
| invul      =  
| invul      = full body 1-11
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,376: Line 1,421:
| name        = Houou Kyaku
| name        = Houou Kyaku
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 214236D
| input      = 214236D
| images      = XV_kim_214236b_ima.png
| images      = XV_kim_214236b_ima.png
| hitboxes    = XV_kim_214236d.png
| hitboxes    = XV_kim_214236b.png, XV_kim_214236b2.png
| damage      = 200 (0+5+5+10*3+15+15+130)
| damage      = 200 (0+5+5+10*3+15+15+130)
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = Advanced, Climax
| startup    = 11
| startup    = 11
| active      = ?
| active      = 17
| recovery    = ?
| recovery    = 40
| hitadv      = Hard Knockdown (+50)
| hitadv      = HKD (+50)
| blockadv    = -28
| blockadv    = -28
| invul      =  
| invul      = full body 1-11
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,395: Line 1,440:


====214236BD====
====214236BD====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214236bc
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_214236bd
| name        = Houou Kyaku
| name        = Houou Kyaku
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 214236BD
| input      = 214236BD
| images      = XV_kim_214236b_ima.png
| images      = XV_kim_214236b_ima.png
| hitboxes    = XV_kim_214236bc.png
| hitboxes    = XV_kim_214236bd.png
| damage      = 355 (0+5*2+10*3+15*3+50+50+170)
| damage      = 355 (0+5*2+10*3+15*3+50+50+170)
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = Climax
| startup    = 5
| startup    = 5
| active      = ?
| active      = 17
| recovery    = ?
| recovery    = 40
| hitadv      = Hard Knockdown (+50)
| hitadv      = HKD (+50)
| blockadv    = -28
| blockadv    = -28
| invul      =  
| invul      = full body 1-5
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,421: Line 1,466:
| name        = Houou Kyaku
| name        = Houou Kyaku
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = j214236b
| input      = j214236b
Line 1,430: Line 1,475:
| cancel      = Advanced, Climax
| cancel      = Advanced, Climax
| startup    = 11
| startup    = 11
| active      = ?
| active      = Active until on ground
| recovery    = ?
| recovery    = 29
| hitadv      = Hard Knockdown (+50)
| hitadv      = HKD (+50)
| blockadv    = -48~-37
| blockadv    = -48~-37
| invul      =  
| invul      = full body 1-3
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,443: Line 1,488:
| name        = Houou Kyaku
| name        = Houou Kyaku
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = j214236D
| input      = j214236D
| images      = XV_kim_j214236b_ima.png
| images      = XV_kim_j214236b_ima.png
| hitboxes    = XV_kim_j214236d.png
| hitboxes    = XV_kim_j214236b.png
| damage      = 205 (0+5*3+10+5+10+15+150)
| damage      = 205 (0+5*3+10+5+10+15+150)
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = Advanced, Climax
| startup    = 11
| startup    = 11
| active      = ?
| active      = Active until on ground
| recovery    = ?
| recovery    = 29
| hitadv      = Hard Knockdown (+50)
| hitadv      = HKD (+50)
| blockadv    = -48~-37
| blockadv    = -48~-37
| invul      =  
| invul      = full body 1-3
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,462: Line 1,507:


====j214236BD====
====j214236BD====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_j214236bc
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_j214236bd
| name        = Houou Kyaku
| name        = Houou Kyaku
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = j214236BD
| input      = j214236BD
| images      = XV_kim_j214236b_ima.png
| images      = XV_kim_j214236b_ima.png
| hitboxes    = XV_kim_j214236bc.png
| hitboxes    = XV_kim_j214236b.png
| damage      = 360 (0+5*3+10*2+5+10+15*2+20*3+40+180)
| damage      = 360 (0+5*3+10*2+5+10+15*2+20*3+40+180)
| guard      = Mid
| guard      = Mid
| cancel      = Climax
| cancel      = Climax
| startup    = 6
| startup    = 6
| active      = ?
| active      = Active until on ground
| recovery    = ?
| recovery    = 30
| hitadv      = Hard Knockdown (+51)
| hitadv      = HKD (+51)
| blockadv    = -51~-40
| blockadv    = -51~-40
| invul      =  
| invul      = full body 1st frame
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,488: Line 1,533:
| name        = Houou Hiten Kyaku
| name        = Houou Hiten Kyaku
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 236236b
| input      = 236236b
Line 1,497: Line 1,542:
| cancel      = Advanced, Climax
| cancel      = Advanced, Climax
| startup    = 15
| startup    = 15
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 44
| hitadv      = Hard Knockdown (+73)
| hitadv      = HKD (+73)
| blockadv    = -30
| blockadv    = -30
| invul      = Full Body: 1 to 3 (3 Frames)
| invul      = Full Body: 1 to 3 (3 Frames) / Full body against physical air strike 1 - 19
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,510: Line 1,555:
| name        = Houou Hiten Kyaku
| name        = Houou Hiten Kyaku
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 236236D
| input      = 236236D
| images      = XV_kim_236236b_ima.png
| images      = XV_kim_236236b_ima.png
| hitboxes    = XV_kim_236236d.png
| hitboxes    = XV_kim_236236b.png
| damage      = 130
| damage      = 130
| guard      = Mid
| guard      = Mid
| cancel      = Advanced, Climax
| cancel      = Advanced, Climax
| startup    = 18
| startup    = 18
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 44
| hitadv      = Hard Knockdown (+73)
| hitadv      = HKD (+73)
| blockadv    = -30
| blockadv    = -30
| invul      =  
| invul      = Full body 1-3 / Full body against phisical air strike 1 - 22
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,529: Line 1,574:


====236236BD====
====236236BD====
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_236236bc
{{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_236236bd
| name        = Houou Hiten Kyaku
| name        = Houou Hiten Kyaku
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 236236BD
| input      = 236236BD
| images      = XV_kim_236236b_ima.png
| images      = XV_kim_236236b_ima.png
| hitboxes    = XV_kim_236236bc.png
| hitboxes    = XV_kim_236236bd.png
| damage      = 270 (120+150)
| damage      = 270 (120+150)
| guard      = Mid
| guard      = Mid
| cancel      = Climax
| cancel      = Climax
| startup    = 10
| startup    = 10
| active      = ?
| active      = 5
| recovery    = ?
| recovery    = 44
| hitadv      = Hard Knockdown (+62)
| hitadv      = HKD (+62)
| blockadv    = -30
| blockadv    = -30
| invul      =  
| invul      = full body 1-15
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
}}
}}


===Climax Super===
===Climax Super===
Line 1,558: Line 1,602:
| images      = XV_kim_2141236cd_ima.png
| images      = XV_kim_2141236cd_ima.png
| hitboxes    = XV_kim_2141236cd.png
| hitboxes    = XV_kim_2141236cd.png
| damage      = 460 (0+10*5+10*11+100+200) Min: ?
| damage      = 460 (0+10*5+10*11+100+200) Min: 245
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 8
| startup    = 8
| active      = ?
| active      = 17
| recovery    = ?
| recovery    = 62
| hitadv      = Hard Knockdown (+24)
| hitadv      = HKD (+24)
| blockadv    = -60
| blockadv    = -60
| invul      = ?
| invul      = full body 1-24
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Latest revision as of 09:04, 24 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Kim Kaphwan
kim_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25midcommand437+5+3-3060


cl.B

Kim Kaphwan
kim_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
30lowcommand566+3+1-3060


cl.C

Kim Kaphwan
kim_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
70midcommand5323-5-7-70120


cl.D

Kim Kaphwan
kim_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-command6816-3-3-70120


Far Standing Normals

5A

Kim Kaphwan
kim_fa
5A
5A
stand A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25midsuper5411+0-2-3060


5B

Kim Kaphwan
kim_fb
5B
5B
stand B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30midsuper659+1-1-3060


5C

Kim Kaphwan
kim_fc
5C
5C
stand C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70midsuper9320-2-4-70120


5D

Kim Kaphwan
kim_fd
5D
5D
stand D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)midsuper112 (7) 220-1-3-70 (35+35)120 (60+60)


Crouch Normals

2A

Kim Kaphwan
kim_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand438+4+2-3060


2B

Kim Kaphwan
kim_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
15Lowself, super549+2+0-1560


2C

Kim Kaphwan
kim_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
70Midcommand6517-1-3-70120


2D

Kim Kaphwan
kim_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
80Lowcommand8519SKD (+25)-5-70120


jump normals

hop A

Kim Kaphwan
kim_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-651 on ground---3050


jump A

Kim Kaphwan
kim_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-651 on ground---3060


hop B

Kim Kaphwan
kim_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-491 on ground---3050


jump B

Kim Kaphwan
kim_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
35High-4101 on ground---3060


hop C

Kim Kaphwan
kim_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-1071 on ground---70100


jump C

Kim Kaphwan
kim_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1071 on ground---70120


hop D

Kim Kaphwan
kim_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-871 on ground---70100


jump D

Kim Kaphwan
kim_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-871 on ground---70120


rush moves

rush 1

Kim Kaphwan
kim_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--60


rush 2

Kim Kaphwan
kim_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---5-7--60


Command normals

6B

Kim Kaphwan
kim_6b
6b
6b
Naeryo Chagi

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 [50]high [mid]super [special]24 [18]2 [2]22 [19]-3 [0]-5 [-2]-6060 [60]


66A

Kim Kaphwan
kim_66a
66A
66A
Twio Yop Chagi
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40midspecial13 [11]731-20-19-4040


Blowback

Blowback

Kim Kaphwan
kim_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
75Midspecial16720Wall Splat +73~+89 (Ground hit) / SKD (Air hit)-4-100160


ShatterStrike

Kim Kaphwan
kim_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 +93 (Ground Hit) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Kim Kaphwan
kim_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

Kim Kaphwan
kim_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
80Midspecial1471 on groundSKD--80120


jump CD

Kim Kaphwan
kim_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midspecial1471 on groundSKD--80140


Throws

forward throw

Kim Kaphwan
kim_cthrow
(close) 4/6+C
(close) 4/6+C
Tekka
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (+47)Unblockable-00


back throw

Kim Kaphwan
kim_dthrow
(close) 4/6+D
(close) 4/6+D
Rekka
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (+39)Unblockable-00


Specials

Hangetsuzan

214B

Kim Kaphwan
kim_214b
214B
214B
Hangetsuzan
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80midsuper15222SKD (+31)-5-6080


214D

Kim Kaphwan
kim_214d
214D
214D
Hangetsuzan


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (40+40+40)Midsuper174 (3) 231SKD (+23)-14-120 (40*3)120 (40*3)


214BD

Kim Kaphwan
kim_214bd
214BD
214BD
Hangetsuzan


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
140 (70+70)Mid-154 (3) 219SKD (+37)-2-080 (40+40)


Air Hangetsuzan

j214B

Kim Kaphwan
kim_j214b
j214B
j214B
Air Hangetsuzan
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60midsuper15311 on groundSKD (+29~+36)-7~+0-4060


j214D

Kim Kaphwan
kim_j214d
j214D
j214D
Air Hangetsuzan
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper17313 on groundHKD (+38~+44)-7~-1-6080


j214BD

Kim Kaphwan
kim_j214bd
j214BD
j214BD
Air Hangetsuzan


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (20+80)Mid-154 (3) 312 on groundSKD (+33~+36)-4~+2-0100 (50+50)


Hienzan

28B

Kim Kaphwan
kim_28b
28B
28B
Hienzan

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper4647 (18 on ground)SKD (+14)-34~-32full body against physical air strike 1-56080


28D

Kim Kaphwan
kim_28d
28D
28D
Hienzan



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (50+20+20)Midsuper81255 (24 on ground)SKD (+11)-43full body 1-1290 (50+20+20)70 (50+20)


28D~2D

Kim Kaphwan
kim_28d~2d
28D
28D
Hienzan (Follow Up)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Mid-8 (16)739 (23 on ground)HKD (+23)-53-60-


28BD

Kim Kaphwan
kim_28bd
28BD
28BD
Hienzan






Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (60+30+30+50)Mid-45 (6) 5 (21) 741 (21 on ground)HKD (+30)-66Full Body: 1 to 8 (8 Frames)050


Hishou Kyaku

j236B

Kim Kaphwan
kim_j236b
j236B
j236B
Hishou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (0+17+17+17+19)midsuper11Active until on ground10SKD (+1~+4)-28-00


j236D

Kim Kaphwan
kim_j236d
j236D
j236D
Hishou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (0+17+17+17+19)midsuper11Active until on ground10SKD (+1~+4)-28-00


j236BD

Kim Kaphwan
kim_j236bd
j236BD
j236BD
Hishou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
106 (50+30+30)Mid-15Active until on ground14SKD (+37~+39)+1~+3-080 (20*4)


Sanren Geki 1 Shiki

214A

Kim Kaphwan
kim_214a
214A
214A
Sanren Geki 1 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Midsuper10520-4-6-3040


214C

Kim Kaphwan
kim_214c
214C
214C
Sanren Geki 1 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Midsuper15526-10-12-3040


214AC

Kim Kaphwan
kim_214ac
214AC
214AC
Sanren Geki 1 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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-12518-2-4-040


Sanren Geki 2 Shiki

214A4P

Kim Kaphwan
kim_214a~4p
214A4P
214A4P
Sanren Geki 2 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Midsuper12522-6-8-3040


214C4P

Kim Kaphwan
kim_214c~4p
214C4P
214C4P
Sanren Geki 2 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Midsuper16532-16-18-3040


214AC4P

Kim Kaphwan
kim_214ac~4p
214AC4P
214AC4P
Sanren Geki 2 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Mid-12522-6-8-040


Sanren Geki 3 Shiki

214A4P4P

Kim Kaphwan
kim_214a~4p~4p
214A4P
214A4P
Sanren Geki 3 Shiki

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (50+30)Midsuper20833HKD (+30)-16-70 (40+30)80 (40+40)


214C4P4P

Kim Kaphwan
kim_214c~4p~4p
214C4P
214C4P
Sanren Geki 3 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper17536HKD (+61)-22-4040


214AC4P4P

Kim Kaphwan
kim_214ac~4p~4p
214AC4P4P
214AC4P4P
Sanren Geki 3 Shiki

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (20+40)Mid-127 (4) 724HKD (+39)-12-080 (40+40)


Sankuu Geki 1 Shiki

214A9K

Kim Kaphwan
kim_214a~9k
214A9K
214A9K
Sankuu Geki 1 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Midsuper14440SKD (+10)-25-3040


214C9K

Kim Kaphwan
kim_214c~9k
214C9K
214C9K
Sankuu Geki 1 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Midsuper14440SKD (+10)-25-3040


214AC9K

Kim Kaphwan
kim_214ac~9k
214AC9K
214AC9K
Sankuu Geki 1 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Mid-14440SKD (+16)-25-040


Sankuu Geki 2 Shiki

214A9K2K

Kim Kaphwan
kim_214a~9k~2k
214AC9K2K
214AC9K2K
Sankuu Geki 2 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Highsuper12530HKD (+34)-16-5050


214C9K2K

Kim Kaphwan
kim_214c~9k~2k
214AC9K2K
214AC9K2K
Sankuu Geki 2 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50Highsuper12530HKD (+34)-16-5050


214AC9K2K

Kim Kaphwan
kim_214ac~9k~2k
214AC9K2K
214AC9K2K
Sankuu Geki 2 Shiki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50High-12530Juggle (+33)-16-040


Hisen Kyaku

236A

Kim Kaphwan
kim_236a
236A
236A
Hisen Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Midsuper21318SKD (+33)-2-8080


236C

Kim Kaphwan
kim_236c
236C
236C
Hisen Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Midsuper34612SKD (+36)+3-80100


236AC

Kim Kaphwan
kim_236ac
236AC
236AC
Hisen Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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-26417SKD (33: Tech / 60: Non-tech)-2Projectile Invincibility: 5 to 24 (20 frames)080


Hishou Kyaku during Hisen Kyaku

236AK

Kim Kaphwan
kim_236a~k
236AK
236AK
Hishou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
---11-10-----


236CK

Kim Kaphwan
kim_236c~k
236CK
236CK
Hishou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
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 (0+17+17+17+19)midsuper11Active until on ground10SKD (+1~+4)-28 (Lowest height) to -31 (Highest height)-00


236PBD

Kim Kaphwan
kim_236p~bd
236ABD
236ABD
Hishou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-15Active till landing14SKD3 (Lowest height) to 1 (Highest height)---


Supers

Houou Kyaku

214236b

Kim Kaphwan
kim_214236b
214236b
214236b
Houou Kyaku

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (0+5+5+10*3+15+15+130)MidAdvanced, Climax111740HKD (+50)-28full body 1-1100


214236D

Kim Kaphwan
kim_214236d
214236D
214236D
Houou Kyaku

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (0+5+5+10*3+15+15+130)MidAdvanced, Climax111740HKD (+50)-28full body 1-1100


214236BD

Kim Kaphwan
kim_214236bd
214236BD
214236BD
Houou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
355 (0+5*2+10*3+15*3+50+50+170)MidClimax51740HKD (+50)-28full body 1-500


Air Houou Kyaku

j214236b

Kim Kaphwan
kim_j214236b
j214236b
j214236b
Houou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
205 (0+5*3+10+5+10+15+150)MidAdvanced, Climax11Active until on ground29HKD (+50)-48~-37full body 1-300


j214236D

Kim Kaphwan
kim_j214236d
j214236D
j214236D
Houou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
205 (0+5*3+10+5+10+15+150)MidAdvanced, Climax11Active until on ground29HKD (+50)-48~-37full body 1-300


j214236BD

Kim Kaphwan
kim_j214236bd
j214236BD
j214236BD
Houou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
360 (0+5*3+10*2+5+10+15*2+20*3+40+180)MidClimax6Active until on ground30HKD (+51)-51~-40full body 1st frame00


Houou Hiten Kyaku

236236b

Kim Kaphwan
kim_236236b
236236b
236236b
Houou Hiten Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
130MidAdvanced, Climax15544HKD (+73)-30Full Body: 1 to 3 (3 Frames) / Full body against physical air strike 1 - 1900


236236D

Kim Kaphwan
kim_236236d
236236D
236236D
Houou Hiten Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
130MidAdvanced, Climax18544HKD (+73)-30Full body 1-3 / Full body against phisical air strike 1 - 2200


236236BD

Kim Kaphwan
kim_236236bd
236236BD
236236BD
Houou Hiten Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
270 (120+150)MidClimax10544HKD (+62)-30full body 1-1500


Climax Super

2141236CD

Kim Kaphwan
kim_2141236cd
2141236CD
2141236CD
Tenshou Houou Kyaku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
460 (0+10*5+10*11+100+200) Min: 245Mid-81762HKD (+24)-60full body 1-2400