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<br>'''Backdash:''' 22f
<br>'''Backdash:''' 22f
<br>'''Run Speed Ranking:''' 5
<br>'''Run Speed Ranking:''' 5
<br>'''[https://replaytheater.app/?game=kofxv&c1=%C3%81ngel Replays]'''
</big></div>]]<section end="image"/>
</big></div>]]<section end="image"/>
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==Gameplay Summary==
==Gameplay Summary==
Ángel is a very, ''very'' strange and complex character in comparison to the rest of the cast, in part due to some unorthodox normals and mostly due to her Unchain system. Ángel's Unchain system allows her to cancel a set of special moves into another set of special moves into another set of special moves to confuse and mix up the opponent. She has multiple different lows, overheads, and command grabs and ways to set them up. However, actually pulling off these commands is a different story. Ángel's inputs aren't necessarily hard, rather they're very unusual, akin to Mortal Kombat or Tekken inputs. She is a different beast compared to everyone else in the game, but can be very rewarding for those who put in the time and effort to master her. Outside of her complexity, Angel is a powerful brawler who excels at close range. Her Unchain System allows her lots of variety in her approach, punish, and pressure games, and getting put in the corner against her is a death sentence. Angel's biggest weakness outside of her complexity is her neutral- as a brawler, Angel will have to force her way in against her opponents. Her pokes are terrible and her approach is very committal, making it easy to push her back. If they can successfully keep her out then it can be hard to run her game properly. Angel functions best on point, where her high damage potential and good meter build allow her to vortex the enemy team to death.
Ángel is a very, ''very'' strange and complex character in comparison to the rest of the cast, in part due to some unorthodox normals and mostly due to her Unchain system. Ángel's Unchain system allows her to cancel a set of special moves into another set of special moves into another set of special moves to confuse and mix up the opponent. She has multiple different lows, overheads, and command grabs and ways to set them up. She is a different beast compared to everyone else in the game, but can be very rewarding for those who put in the time and effort to master her. Outside of her complexity, Angel is a powerful mixup fighter who excels at close range. Her Unchain System allows her lots of variety in her approach, oki and pressure games, and getting put in the corner against her is a death sentence. Angel's biggest weakness is her awkward neutral — Ángel will have use good movement to force her way in against her opponents. Her pokes are quietly serviceable at best and her approach is difficult without access to truly dangerous normals like the rest of the cast, making it easy to push her back. If an opponent can successfully keep her out, it will be hard for Ángel to get started. Ángel functions best on point, where her high meterless damage and good meter build allow her to vortex the opponent to death while minimizing the chance that her opponent uses a guard cancel to stop her offense.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''{{SUBPAGENAME}} is a rushdown character that excels in pressuring her opponent with the Unchained (UC) System.'''''
| intro = '''''{{SUBPAGENAME}} is a rushdown character that excels in pressuring her opponent with the Unchained (UC) System.'''''
| pros=
| pros=
* '''Unchained System''': Angel's gameplan is centered around her "Unchained System", which comprises her specials. Angel has three sets of specials: Unchain Starts, which begin the chain, Unchain Circle, which continue the chain, and Unchain Finish, which end the chain. Each one of these categories has at least ''six different variations'', allowing Angel unprecedented approach, pressure, and combo opportunities.  
* '''Extremely Anti-Projectile''': There are at least 5 moves in Ángel’s arsenal that have some form of projectile invulnerability, and many of these are forward-advancing attacks. In addition to this, she has access to EX Red Sky for only half a bar, a lightning-fast slide that does good damage, is projectile invulnerable, grants a safejump on hit and can hit from about half-screen distance. This move alone makes projectile zoning a complete non-issue (and even an opportunity) to Ángel, let alone the fact she has several other options to choose from on top of standard KOF anti-zoning.
* '''Flexibility''': Angel has a huge number of tools to help her out in battle. Several Unchain Starts help her contest neutral or defend against her opponents approach, which lets her adapt to her opponents gameplan easily.  
* '''Brutal Oki''': Ángel’s combos almost always grant the opportunity to safejump after the combo ender. If it’s not a safejump, it’s a setup that allows her to hit an unblockable punch on the opponent as soon as they wakeup. If it’s not that, it’s guard breaking with 214AC. Or it’s a left/right mix. Sometimes the left/right mix is also a safejump regardless of the direction she chooses. Ángel’s offense is very difficult to stop once it gets started.
* '''Massive Damage''': Outstanding meterless damage. Achieving upwards of 40% damage without burning meter is not out of the question.   
* '''Flexibility''': Ángel has a huge number of tools to help her out in battle. Several Unchain Starts help her contest neutral or defend against her opponents approach, which lets her adapt to her opponents gameplan easily. An Ángel player with solid reflexes and sharp reads can readily react to any situation with the right move.
* '''Massive Damage At A Low Cost''': Outstanding meterless damage. Achieving upwards of 40% damage without burning meter is not out of the question.   
* '''Terrifying Mixups''': Angel's left/right game is absurd with her j.C, which crosses up incredibly well. Her high damage allows her to two-touch most characters and vortex them back into the mixup all over again. She has everything a pressure character could want, including command grabs, frame traps, and even an honest-to-god unblockable for catching the hardest of turtles.  
* '''Terrifying Mixups''': Angel's left/right game is absurd with her j.C, which crosses up incredibly well. Her high damage allows her to two-touch most characters and vortex them back into the mixup all over again. She has everything a pressure character could want, including command grabs, frame traps, and even an honest-to-god unblockable for catching the hardest of turtles.  
| cons=
| cons=
* '''Complex''': It cannot be understated, but Angel is really hard to learn past a beginner level. While specific Unchain series can be easily learned to help get started, Angel players will have to put time and effort into learning what each one of her chains can do and how best to use them in certain situations. This is on top of the execution required to remember over 20 individual specials and Unchain series moves and when to use them. While Angel can be very rewarding to learn, this is balanced out by being very hard to learn as well.
* '''Awkward Neutral''': Angel's neutral can be very awkward, with normals that range anywhere from unspectacularly bad or situational to decent at best. Whiff punishing can be difficult, and even trying to punish on block can be difficult due to her close heavies having very short range and the subpar nature of her far normals. It’s not all bad, but if Ángel is not given the sufficient space and time to utilize her Unchain in neutral, her normals will make for an uncomfortable time on defense.
* '''Awkward Neutral''': Angel's neutral can be very awkward, with normals that range anywhere from unspectacularly bad or situational to decent at best. Whiff punishing can be difficult, and even trying to punish on block can be difficult due to her close heavies having very short range and the subpar nature of her far normals. It’s not all bad, but if Ángel is not given the sufficient space and time to utilize her Unchain in neutral, her normals will make for an uncomfortable time on defense.
* '''Terrible Meter Dumps''': In extreme contrast to her meterless damage, Ángel’s returns on meter spent in a combo will fall off a cliff once you spend any more than 1 bar. The price to pay for meterless 400 damage combos is being forced to spend 3-3.5 bars just to break 620 damage. Her super deals 160 base damage, and her climax only does 430. Her lengthy combos result in harsh scaling by the end of combo, which makes Quick MAX, an action which accelerates this scaling and expects you to cash out with super attacks, very unrewarding. Her normals make a guard cancel roll unrewarding as a punish tool. With all of this in mind, meter is best spent on EX moves, shatter strikes, her counter super and guard cancel CD; most of these are strictly defensive options. Big damage must be achieved by leaning into Ángel’s strong resets because dumping meter into big damage to secure kills is not an option.
* '''Issues with consistency''': Ángel has an uncanny ability to make rounds go really, really bad for your opponent, but there will be times where you may find it difficult to truly get Ángel’s offense started and you are forced to spend the next round trying to make a comeback. Even her defense is serviceable (don’t forget, she has a 1F counter super that beats safejumps) for the most part, but that runs into issues with consistency too. You may press B to stop a hop with far B, only to find that close B (absolutely not an anti-hop) comes out instead and you eat a combo. You may get out of the corner by command dashing through your opponent, or you just get counterhit out of the dash and eat a full combo. At least her meter gain is consistently high for your troubles.
* '''Issues with consistency''': Ángel has an uncanny ability to make rounds go really, really bad for your opponent, but there will be times where you may find it difficult to truly get Ángel’s offense started and you are forced to spend the next round trying to make a comeback. Even her defense is serviceable (don’t forget, she has a 1F counter super that beats safejumps) for the most part, but that runs into issues with consistency too. You may press B to stop a hop with far B, only to find that close B (absolutely not an anti-hop) comes out instead and you eat a combo. You may get out of the corner by command dashing through your opponent, or you just get counterhit out of the dash and eat a full combo. At least her meter gain is consistently high for your troubles.
}}
}}
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| '''0 Meter'''
| '''0 Meter'''
|
|
2B > 2A > 46B ~ 2A ~ 6B ~ 236C<br/>
2B > 2A > 46B > 2P > 6K > 236C<br/>
j.D, c.D > 6B > 214A ~ 2B ~ 8A ~ 6A+B ~ 66A, 63214B<br/>
 
2B > Close B > 46D > 6P > 66A > 46D > 2K > 66k<br/>
 
j.D > Close D > 6B > 214C > 2K > 426K > 8K > 66K<br/>
 
CD > 624B (whiff) > 2C > 426K > 8K > 426K > 8P > 6AB > 66A > 46D > 2K > 66K<br/>
|
|
185 dmg<br/>
185 dmg<br/>
360 dmg<br/>
 
233 dmg + safejump<br/>
 
347 dmg + safejump<br/>
 
268 dmg + safejump<br/>
|-
|-
| '''1 Meter'''
| '''0.5 Meter'''
|
|
2B > c.B > 46D ~ 6A(1) ~ 66A, 46D ~ 2B ~ 8A(whiff) ~6B, 4623A<br/>
2B > 2A > 46BD > 6P > 66A > 46D > 2K > 66K<br/>
j.D, c.D > 6B 214A ~ 2B ~ 8A ~ 6A+B ~ 66A, 46D ~ 6B, 4623A<br/>
 
j.D > Close D > 6B > 214C > 2K > 8P > 6AB > 66A > 46D > 6K > 426BD > 8K > 66C > 624B<br/>
|
|
268 dmg<br/>
228 dmg + safejump<br/>
430 dmg<br/>
 
448 dmg<br/>
|-
|-
| '''2 Meters'''
| '''1 Meter'''
|
|
2B > c.B > 46D ~ 6A(1) ~66A, 46D ~ 2B ~8A(whiff) ~ 6B, 4623A+C<br/>
j.D > Close D > 6B > 214C > 2K > 8P > 6AB > 66A > 46D > 6K > 426BD > 8K > 66C > 624BD<br/>
j.D, c.D > 6B > 214A ~ 2B ~ 8A ~ 6A+B ~ 66A, 46D ~ 6B, 4623A+C<br/>
 
2B > Close B > 46D > 6P > 66A > 46D > 6K > 426BD > 8K > 66C > 624BD<br/>
|
|
340 dmg <br/>
464 dmg + safejump<br/>
512  dmg<br/>
 
309 dmg + safejump<br/>
|-
|-
|}
|}


==Basic Combo Starters==
==Basic Combo Starters==
'''2B 2A 46B'''<br>
'''2B > 2A > 46B'''<br>
*Only way to launch the opponent after this is with uc.6A(1)~66A. Must be right next to opponent for this to work.<br>
*Anything involving 2A will result in a fairly low damage combo unless you spend half a bar on 46BD. Try and use Close B instead of 2A whenever possible.
*Followups are limited without meter or corner.<br>
*Followups are limited without meter or corner.<br>
'''2B c.B 46D'''<br>
'''2B > c.B > 46D'''<br>
*46D keeps the opponent closer after launch, allowing more followups using 46D again to juggle.<br>
*46D keeps the opponent closer on hit, allowing 6P > 66A to combo after.<br>
*46D does not combo from 2A.<br>
*46D does not combo from 2A.
*Works from further away compared to 2B 2A 46B.<br>
'''2B > c.B > 214A'''<br>
'''2B c.B 214A'''<br>
*If Close B is blocked, this same string becomes a frametrap.
*Launches opponent, easiest to combo into uc.2B.<br>
*Starting an Unchain sequence with 214P will generally always result in the best possible damage and widest array of combo routes.<br>
'''c.D 6B 46D'''<br>
'''c.D > 6B > 214C'''<br>
*Longest hit confirm off a jump-in.<br>
*Highest damage combo starter.<br>
*Launch opponent with uc.6A~66A.<br>
*214C combos from 6B and is otherwise identical to 214A in its usage during combos starting with a Close D, but it generates more meter. Use it over 214A whenever possible. <br>
'''c.D 6B 214A'''<br>
'''CD > 624B (whiff) > 2C'''<br>
*Highest damage combo off a jump-in.<br>
*Best damage off a CD hit. If the 2C > 426K > 8K > 426K > 8P string is too difficult, you can just do 214C or even 2C > 214C (kara) > 2K after the slide and do the rest of the standard BNB after. The first string will give a completely meterless safejump, so it is recommended to learn it as soon as possible.
*Follow up with uc.2B.


===Unchain Overview===
===Unchain Overview===
'''Overview'''
'''Overview'''
Unchain can be thought of as a complex rekka series.<br>
Unchain can be thought of as a complex rekka series with 4 stages.<br>
# Use a '''Starter''' move. Once this move has been used, it can be canceled into an unchain circle more regardless of whether the move hits the opponent or not.
# Use a '''Starter''' move to begin the first stage of the sequence. Even if the move misses or gets blocked, it can be followed up with an Unchain Circle attack. The sequence always immediately advances to the Circle phase after an Unchain Starter.
# You may cancel into any '''Unchain Circle''' (UC) move. On this wiki, Unchain Circle moves are notated as uc.8B, uc.6A, etc.
# In stage 2, Ángel can perform any 1 of 6 '''Unchain Circle''' attacks (henceforth shortened to “Circle”). Because there is no light and heavy version of the Circle moves, they are simply abbreviated as P and K (for example, 8K or 2P). Unlike the other stages, this one does not necessarily end after 1 move.
# Optionally, you may cancel UC moves into other UC moves, <div class="mw-collapsible mw-collapsed" data-expandtext="following these rules." data-collapsetext="TL;DR">
# Optionally, you may cancel Circle moves into other Circle moves, <div class="mw-collapsible mw-collapsed" data-expandtext="following these rules." data-collapsetext="TL;DR">
## You must alternate between punches and kicks.
## You must alternate between punches and kicks. As an example, if you use a punch attack in the Circle phase, the next attack must be a kick.  
## You cannot repeat directional inputs between consecutive moves.
## You cannot repeat directional inputs between consecutive moves. If you use a Circle attack with a forward input, the next Circle attack must contain a down or up input.
## You cannot use the same move twice within one unchain sequence.
## You cannot use the same move twice within one unchain sequence. Any time an Unchain Starter is used, the sequence is considered reset.
## If the Starter was a 41236B/D/B+D that was canceled into off an UC move, you cannot cancel UC moves into each other.<div>
## If the Starter was a command dash (426K) that was canceled into from a Circle move (see the next phase of the Unchain sequence), you may only perform one Circle attack per sequence. If you wish to observe this restriction to better understand it, perform the following combo at midscreen: 214P > 6K > 426BD > 8P > 426K > 8K. Notice that you are locked out of any Circle attacks after 8K, leaving 66C, 66A or 66K as your only follow-up options.<div>
# Optionally, cancel into the Unchain Special Move, a dodge (4/5/6A+B).
# While still in the Circle phase, you may reset the sequence by canceling a Circle attack into Unchain Starter - Dash (426K). This applies the previously mentioned restriction on Circle cancels until the sequence is dropped or finished.
# Use an unchain ender. These are not cancelable into anything, however uc.66A/C can be comboed after.
# After any Unchain Circle attack, you may optionally perform a Special Spin. This is the only move available in stage 3 of the Unchain sequence, and can be skipped entirely in favor of going straight to stage 4 if so desired. The Special Spin is a dodge with complicated invulnerability properties, used as both a movement tool and a way to safely disengage the Unchain sequence. [https://dreamcancel.com/wiki/The_King_of_Fighters_XV/%C3%81ngel#Special_Circle Read more about the Special Spin here.] If a Special Spin is performed, your only options are to drop the sequence or perform a move from the final stage.
# After stage 2 or 3, you may end the sequence with an Unchain Finisher. These moves will end the sequence, but they are not necessarily combo enders — a successful 66A or 66C will extend combos and even allow you to begin a new Unchain sequence, and 66K is super cancelable (even if this is rarely ever recommended).


'''Starters'''
To recap:
*214A/C
 
**Launches on hit.
'''Unchain Starter'''
**Can be canceled into unchain circle moves before the hit.
*Begins the Unchain sequence with 1 of 5 moves, and plenty of mix already baked into this phase. A low, an overhead, potential frametraps and a side-switching command dash are located here.
**C version has no pushback
**EX (A+C) version is not an unchain starter.
*46B/D
**46B has more pushback, making certain combos drop.
**46D cannot be comboed into from 2A, however can combo from c.B.<div>
*41236B/D/B+D
**Can cancel into unchain circle moves after a minimum distance has been traveled.
**Automatically passed through opponent when you run into them. Upon appearing behind them, can cancel into unchain circle moves.
*3B
**Hits low.
**Travels forwards slightly.
*3D
**Hits overhead.
**Causes hard knockdown when you hit an airborne opponent.


'''Unchain Circle'''
'''Unchain Circle'''
*6 moves that can be rapidly chained together, or even canceled back into another command dash to reset the sequence. Both of the up input Circle attacks are mids that are great at covering high angles and extending combos. Both of the forward input Circle attacks are overheads, one slow and one fast. Both of the down input Circle attacks are lows, one slow and one fast.


'''Enders'''
'''Special Spin '''
*41236B/D/B+D
*Pick from 1 or 3 dodges that grant strike and projectile invulnerability on frame 1. Back spin travels the furthest, neutral spin recovers the fastest, while the forward spin moves you forward, which can be considered a reward in of itself.
**If used as an ender, you may cancel into an UC move, however this UC move cannot be canceled into other UC moves.
 
*66A
'''Unchain Finisher'''
**Launches, but has poor range. Hard to connect in many confirms.
*End the sequence. This stage is home to plenty of mix: A launcher, an unblockable wallbounce, a fast command grab, a slow command grab and a safe-on-block hard knockdown with good range are at your disposal.
*66C
**Unblockable.
**Doesn't combo off anything on standing opponents.
**Can be juggled into.
*66B/D
**Overhead that causes hard knockdown.
*236A
**Delayed command grab that travels forwards.
**Impossible to combo into but can be used for mixups.
*236C
**1 frame command grab.
**Go to ender for unchain series' that cannot launch the opponent.
**Poor advantage upon landing this move, sends you full screen with no possible followups.


===Strategy===
===Strategy===


====Anti-airing====
====Anti-airing====
*Best anti-airs: j.A, f.D, f.B
*Best anti-airs: Far D, Far B, 66A
*Angel's anti-airs are generally speaking weak. Your best bet is to try to intercept their jump-in with your own rising j.A. This requires acting somewhat preemptively, and hitting them before their jump attack becomes active.
*Angel's grounded anti-airs are weak, or hard to access in the case of 66A. Your best option for stopping an aerial approach is to meet them in air with a j.A. This may require a good read/reaction, and hitting them before their jump attack becomes active.
*Far B is great anti-hop, but does not cover full jump angles very well. Far D covers it a little better. Far D can work as anti-hop too, but it is a bit more risky in exchange for the higher damage.
*If you do find yourself in the position to anti-air with 66A for whatever reason, it is a very rewarding option and it comes with upper body invulnerability through most of its startup.
*2C is similarly rewarding, but not a very good anti-air in itself. You may consider it as a high-risk option.
 
====Movement====
====Movement====
*Angel's backdash can be canceled into j.2D. To do this, simply backdash with 454, then slide to 1D before you hit the ground. This allows you to backdash slightly faster, and the j.2D has a chance to hit the opponent, especially if you're cornered.
*Angel's backdash can be canceled into j.2D. To do this, simply input 2D while backdashing. This makes her backdash go from 22 total frames to 19, and the j.2D can still hit an advancing opponent (or extended hurtbox), especially if you're cornered.
*Unchain can be used for movement. '''Tricky to use and not required for starting the character.'''<div class="mw-collapsible mw-collapsed" data-expandtext="Tell me more" data-collapsetext="TL;DR">
*Unchain can be used for movement. '''Tricky to use and not required for starting the character, but you will eventually need to learn this as you get better at the game and fight stronger opponents.'''<div class="mw-collapsible mw-collapsed" data-expandtext="Tell me more" data-collapsetext="TL;DR">
**41236K unchain dash can be used to approach off canceled attacks, such as canceling 5C+D
**426K not only allows you to move forward at the same speed as a regular run, it allows you to access your Unchain Circle options right out of the run. This gives you instant access to powerful movement options, such as 8K > Special Spin and 6K.
**41236K is good to quickly cross through the opponent. This can be used for mixups and '''possibly''' avoid some attacks but '''don't rely on this.'''
**Look for opportunities to use Unchain moves as movement tools, such as 2K’s long forward movement or 6K’s ability to jump over most fireballs while advancing forward and giving you access to the Special Spin.
**During unchain dash, you have access to unchain circle moves after a short minimum distance. You can input 7A+B, 8A+B, or 9A+B to get a quick uc.8B which will immediately cancel into dodge, which can then be optionally cancelled into an unchain ender.
**8K is Ángel’s fastest Unchain Circle attack at 8 frames of startup, and is therefore the primary method of quickly accessing the Special Spin.
**uc.2B covers a lot of distance quickly, however is unsafe as it is fairly easy for an aware opponent to punish you. Angel can actually be thrown before uc.2B hits.
**Dash > 8K can be looped. This allows her to rapidly cover hop angles with a hitbox while advancing forward for as long as this input is looped. This can also be achieved by inputting 412369K during the command dash, which will perform the 8K and immediately cancel it into another dash. While not as fast as 8K, 2P and 8P can also be used for the dash loop.
**41236K unchain dash can be quickly canceled into itself with the uc.8B whiff cancel trick. To do this, start unchain dash with 41236K, then input 412369B. This will make Angel whiff uc.8B and immediately cancel into another dash. Use this to extend the range of unchain dash.
**426K can be used to get out of the corner, as it is quite difficult to react to and switches sides.
***Alongside the dodge (4/5/6A+B) to avoid attacks and projectiles, this allows you to move (in a somewhat stilted way) while retaining quick access to your unchain options.
**66K has good range, moves forward, has lower body invulnerability and is safe on block, making it a decent option for forcing your way in.
 
<div>
<div>


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|moveId=angel_sta
|moveId=angel_sta
|description=
|description=
Angel does a quick punch. Standard hop blocker. Most useful to stop hop pressure, however not recommended to start hop pressure. (For example, 5A into a hopping j.A)
*Standard jab. Does what a jab does, does not do what a jab do not do, no more or less.
* Can be linked into Unchained Tornado (46K)
*Can combo into 46B / 46BD. On counterhit against an airborne opponent, EX Dash (426BD) will convert this into a combo.
* Can be linked into (EX only) Mad Murder (41236PP) ( ''Not recommended at all'' )
 
 
}}
}}


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|moveId=angel_stb
|moveId=angel_stb
|description=
|description=
Angel stretches her leg. Good hop check. Cannot be canceled into her UC starters.  
*Great anti-hop. Also does a decent job of stuffing most ground attacks.
*When attempting to use this against hops, be sure that the opponent is not close enough to make Close B activate instead of this move.


}}
}}
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|moveId=angel_stc
|moveId=angel_stc
|description=
|description=
Your go-to midrange poke and punish tool. Good to max mode cancel off of catching the opponent's whiff.  
*Decent way to keep your opponent’s forward movement in check
*MAX Mode is very unrewarding for Ángel and is therefore not advised, but this is her best button to fish for Quick MAX with if you really feel like spending 2 bars for ~360 damage.
}}
}}


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|moveId=angel_std
|moveId=angel_std
|description=
|description=
*Attack that no longer exists strictly as a punishment against you for misjudging the distance between you and your opponent when attempting Close D. Now it’s an almost-tolerable anti-air.
*ass
*Has excellent secondary utility as a comedic device that makes you and your friends react with “lol far D moment”
 
}}
}}


Line 276: Line 264:
|description=
|description=
* This move does not hit low, despite its animation.  
* This move does not hit low, despite its animation.  
* You will usually combo into 214A or 46B after hitting this move.
* You will usually combo into 214A or 46D after hitting this move.
* One of, if not the only one, the few lights in the game that can combo into shatter strike.  
* One of, if not the only one, the few lights in the game that can combo into shatter strike.  
* Usually can be chained into itself one time if you’re close enough.
* Usually can be chained into itself one time if you’re close enough.
Line 311: Line 299:
|moveId=angel_crb
|moveId=angel_crb
|description=
|description=
* Fast poke that hits low
* Fast, short range poke that hits low
* Quite stubby and doesn’t offer much for a light confirm.
* 2B combo starters are generally not very rewarding for Ángel, especially compared to other characters.
* Follow up with cl. B or 2A, then 46B to hit confirm into Unchain. Use 46BD to get access to Unchain routes with better damage and oki reward.
* Follow up with Close B > 46D or 2A > 46B to hit confirm into Unchain. If you use 2A instead of Close B, you must spend half a bar on 46BD to get access to the superior Unchain routes that Close B > 46D grants.
}}
}}


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|moveId=angel_crc
|moveId=angel_crc
|description=
|description=
*Not as good of an anti-air as it looks, but it can work
*Not as good of an anti-air as it looks, but it can work and the reward is solid
*Compensates for being the second-slowest 2C in the game by being the only launcher 2C in the game.
*Compensates for being the second-slowest 2C in the game by being the only launcher 2C in the game.
*Special cancelable, even on whiff.
*Special cancelable, even on whiff.
*One of the only ways to combo after guard breaking an opponent using 214AC (Kara cancel a 214A into 2K to keep the combo going after hitting 2C)
*Commonly followed up with 214P (kara) > 2K; this is also the optimal combo starter after a 214AC guard break in the corner.
*Don't whiff this without canceling into something like 214A or 46K
*Don't whiff this without canceling into something like 214P or 426K.
}}
}}


Line 342: Line 330:
|name=jump A
|name=jump A
|input=j.A
|input=j.A
|description2=* Can cancel into j.2D unless performed during a hop
|captions= Hop Version (Hitbox), Jump Version
|description2=*Great all-around aerial attack option
*Can cancel into j.2D unless performed during a hop. There is no risk attached to this, so you may as well buffer it every time.
*If j.A counterhits an aerial opponent, it will successfully combo into j.2D for a total of 97 damage and just a little bit more time for oki on the air-to-air exchange
}}
}}


Line 350: Line 341:
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|captions= Hop Version (Hitbox), Jump Version
|description2=*Decent for stopping an opponent's hop if used preemptively in close range
|description2=*Decent for stopping an opponent's hop if used preemptively in close range
}}
}}
Line 358: Line 350:
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|description2=* Very powerful crossup
|captions= Hop Version (Hitbox), Jump Version
* You can fish for a combo starter with this move by forward jumping after the opponent blocks your j.CD
|description2=*Dedicated cross-up attack. Has no hitbox in front of Ángel, but a fantastic hitbox behind her.
*Will always allow you to Close D after a hit since the “pushback” technically forces your opponent closer to you rather than pushing them away.
*Be mindful of the fact this move will also extend your hurtbox behind you.
}}
}}


Line 367: Line 361:
|name=jump D
|name=jump D
|input=j.D
|input=j.D
|description2=* Solid jump-in combo starter
|captions= Hop Version (Hitbox), Jump Version
*Fish for a combo starter with this move by forward hopping after the opponent blocks a j.CD
|description2=*Solid jump-in combo starter
*The usual choice of aerial attack on a hop (where j.A > j.2D is inaccessible) or a safejump.
*Works pretty decent as an air-to-air
}}
}}


Line 376: Line 372:
|moveId=angel_cd
|moveId=angel_cd
|description=
|description=
*Good poke, does what a CD does and not a whole lot else
*Press C 1-2 frames before pressing D to get extra range out of this move. A 2-frame gap will result in the longest possible range.
* On hit from midscreen, cancel into 63214B/D to quickly get back in range of the opponent in time to convert into a combo, usually with 2C > 214A (kara) > 2K. This is fairly risk-free as Red Sky is safe on block anyway.
* On hit from midscreen, cancel into 63214B/D to quickly get back in range of the opponent in time to convert into a combo, usually with 2C > 214A (kara) > 2K. This is fairly risk-free as Red Sky is safe on block anyway.
}}
}}
Line 387: Line 385:
*On air hit: Follow this up by immediately command dashing and pressing 8P at the right time.
*On air hit: Follow this up by immediately command dashing and pressing 8P at the right time.
}}
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=angel_214cd
|description=
*Same animation and range as her CD.
}}


====jump CD====
====jump CD====
Line 393: Line 400:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=* Leads to jump-in mix on block:
|captions= Hop Version (Hitbox), Jump Version
    *Hop forward with j.D
|description2=*Fairly standard horizontal j.CD. Decent air-to-air.
    *Jump forward to fish for a crossup with j.C
*On counterhit, use 426BD after landing to convert this into a combo.
    *On a crouching opponent, hyper hop j.C can work in some cases
*On block, provides enough blockstun to attempt a crossup on a crouching opponent with hyper hop j.C.
}}
}}


Line 413: Line 420:
|name=Tekitou Rush
|name=Tekitou Rush
|input=(close) 4/6C
|input=(close) 4/6C
|description=* Normal throw that grants oki
|description=* Fairly standard forward throw. Gives enough time to go for a manually timed safejump.
*Auto-timed safejump: After throwing an opponent into the corner, immediately backdash > j.2D and then hyper hop forward.
}}
}}


Line 422: Line 430:
|input=(close) 4/6D
|input=(close) 4/6D
|description=* Normal throw that switches sides
|description=* Normal throw that switches sides
* You will be quite far from the opponent after doing this, unless you were backed up into a corner. You still have time for oki if you're fast enough.
* You will be quite far from the opponent after doing this, unless you were backed up into a corner. You still have time for oki or even a safejump if you're fast enough.
* Safejump: If you throw your opponent into the corner, immediately press Far B and hyper hop forward.
}}
}}


Line 432: Line 441:
|input=6B
|input=6B
|description=* Hits twice, but most cancels will whiff if you cancel on the second hit as opposed to the first
|description=* Hits twice, but most cancels will whiff if you cancel on the second hit as opposed to the first
*Solid range makes this a decent poke that can lead to decent damage
*Usually followed by any Unchain starter in blockstrings, or 214C in combos.
}}
}}
===Heavy Knee Attack===
===Heavy Knee Attack===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 441: Line 451:
|description=* Cancel into this after j.A (unless it's a hop) for extra damage on your jump-in
|description=* Cancel into this after j.A (unless it's a hop) for extra damage on your jump-in
*Opponent may switch their block to low after blocking the j.A, leading to a hit if the j.2D comes out after
*Opponent may switch their block to low after blocking the j.A, leading to a hit if the j.2D comes out after
*See notes in the [[The_King_of_Fighters_XV/Ángel#Movement|movement]] section about using this during a backdash for some advanced movement.
*With good timing and a decent hop angle on the opponent, Ángel can land on the other side of the opponent after hitting this.
*If you are backed into a corner, you can backdash and also immediately press 2D to use this move as a sneaky, fast overhead (can be tricky, and quite situational)
*See notes in the [[The_King_of_Fighters_XV/Ángel#Movement|movement]] section about using this during a backdash to make the backdash faster.
*If you are backed into a corner, you can backdash and immediately press 2D to use this move as a sneaky, fast overhead. There are combo resets that make use of this; in the corner, try the following: 66C > 426BD > Close D > 426K > Backdash j.2D > [Any combo]
}}
}}


Line 453: Line 464:
|name=Red Sky
|name=Red Sky
|input=63214BD
|input=63214BD
|description3=* Ángel slides forward about half-screen distance. B version is faster and shorter, D version is slower and longer.
|captions= Normal Version (Hitbox), EX Version (Hitbox)
*Mostly used to end combos
|description3=*Ángel slides forward about half-screen distance. B version is faster, D version has longer range and is +2 on block.
* Safe on block, ok to throw out in neutral.
*This is a hitgrab, not a true command grab. It can be blocked.
*On a blowback hit, use any version of this to quickly get back in range of the opponent and confirm into a combo, usually with 46D or 214A. May not work in the corner (and is likely not necessary anyway)
*Works as both a combo ender and a way to advance forward in neutral due to its safety on block.
 
*On a CD hit, use any version of this to quickly get back in range of the opponent and confirm into a combo, usually with 2C > 214P (kara) > 2K
*EX version slides faster and can go through projectiles. Leads to a hard knockdown. Has the same range as the D version.
*EX version slides faster and can go through projectiles. Grants hard knockdown and an easy safejump, a property that makes it one of the best combo enders Ángel has access to. It is also her best anti-projectile tool.
*Safejump: Immediately hyper hop forward after the 624BD animation ends.
}}
}}


Line 466: Line 478:
|name=Mad Murder
|name=Mad Murder
|input=41236AC
|input=41236AC
|description3=* Command grab that launches the opponent
|captions= Normal Version (Hitbox), EX Version (Hitbox)
*EX Version has less startup frames and launches higher. It also has full invulnerability for the rest of the startup after the first few frames.
|description3=*Command grab that launches the opponent
*Normal version can also be accessed during Unchain — Step (426K), even after the side switch.
*EX Version has less startup frames and launches higher. It also has strike invulnerability starting on frame 3.
*Tick throw setup: Make the enemy block a Close A, then use 426AC as soon as its recovery ends (do not special cancel directly out of Close A or the grab will whiff)
*Usually followed by 46D to continue the combo
*Some moves can combo into this, but this should be avoided due to the unnecessary damage scaling this would apply to a combo.
}}
}}


Line 475: Line 492:
|name=Unchain – Low
|name=Unchain – Low
|input=3B
|input=3B
|description=* Low Unchain starter
|description=*Low Unchain starter. Ángel steps forward and sweeps her front foot.
*Works especially well after 6B
*Works especially well after 6B to force mix at the cost of limiting your damage and oki reward.
*Usually followed by 2P or 6K
*Keep in mind that Unchains are special moves, therefore they will deal chip damage
*Keep in mind that Unchains are special moves, therefore they will deal chip damage
}}
}}
====Unchain – Heel====
====Unchain – Heel====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 484: Line 503:
|name=Unchain – Heel
|name=Unchain – Heel
|input=3D
|input=3D
|description=* Overhead Unchain starter
|description=*Overhead Unchain starter. [[The_King_of_Fighters_XV/Meters_and_Gauges#Combo_Damage_Scaling|Will apply overhead scaling to combos.]]
*Scales combos more than 3B would
*Causes a hard knockdown on hit against an airborne opponent. Hold forward jump during the animation to perform a safejump in the corner.
}}
}}
====Unchain – Tornado====
====Unchain – Tornado====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 492: Line 512:
|name=Unchain – Tornado
|name=Unchain – Tornado
|input=46B/D/BD
|input=46B/D/BD
|captions= Normal Version (Hitbox), Normal Version - Hit State Only (Hitbox), , EX Version
|description3=* Unchain starter with good range
|description3=* Unchain starter with good range
*Often used to continue combos on a launched opponent
*Often used to continue combos on a launched opponent
Line 504: Line 525:
|name=Unchain – Blow
|name=Unchain – Blow
|input=214AC
|input=214AC
|captions= Normal Version (Hitbox), EX Version
|description3=* Unchain starter that can lead to big damage and works especially well after 6B
|description3=* Unchain starter that can lead to big damage and works especially well after 6B
*You can kara-cancel this into any Unchain Circle move, get creative with it and do stuff like poke low from midscreen by canceling into 2K
*You can kara-cancel this into any Unchain Circle move, get creative with it and do stuff like poke low from midscreen by canceling into 2K
*C has no pushback on block
*Light version is faster and plus on block with huge pushback, heavy version has no pushback on block and generates much more meter.
*A has less startup frames
*EX version will guard break on block or crumple on hit
*EX version will guard break on block or crumple on hit
*EX version is not an Unchain starter. Very few things will combo after a guard break from this move
*EX version is not an Unchain starter. Very few things will combo after a guard break from this move, but 46B (or 46BD) will generally always connect and 2C becomes an option if this guard break is performed in the corner from sufficiently close range.
}}
}}


Line 517: Line 538:
|name=Unchain - Step
|name=Unchain - Step
|input=41236BD
|input=41236BD
|description3=* Ángel dashes forward, switching sides if she runs into the opponent unless they are fully backed into a corner.
|captions= Normal Version (Hitbox),, EX Version
*Can be canceled into any Unchain Circle after running for a minimum of 10 frames or after switching sides with the opponent
|description3=* Ángel dashes forward at the same speed as a normal run despite the slightly sped-up animation.
*Do not use this in the corner unless it is the EX version, as it will not side switch on an opponent that is in the corner.
*Heavy version (426D) will cause Ángel to vanish and switch sides with the opponent if Ángel runs into them. The light version (426B) will not do this and Ángel will instead continue running at the opponent. Ángel is strike invulnerable during the vanish animation.  
*If Ángel runs into an opponent that is already in the corner using the non-EX version, she cannot cancel into an Unchain Circle after.
*Can be canceled into the normal version of Mad Murder (426P) or any Unchain Circle after running for a minimum of 10 frames or after switching sides with the opponent
*EX version deals damage and is mostly used to extend combos due to it being extremely punishable on block. If it hits on an enemy already in the corner, you may cancel into a Circle.
*If Ángel runs into an opponent that is already in the corner using the heavy version, her strike invulnerability only lasts 5 frames (instead of 20) and she cannot cancel into an Unchain Circle after.
*Despite not having throw invulnerability, a normal throw will almost never catch it; this is not as reliable against command grabs
*EX version deals damage and is mostly used to extend combos due to it being extremely punishable on block. If it hits on an enemy that is already in the corner, it will not switch sides but can still be canceled into a Circle attack.
}}
}}


Line 531: Line 554:
|name=Circle – Upper
|name=Circle – Upper
|input=8A/C
|input=8A/C
|description=* Basic uppercut  
|description=*Basic uppercut  
* Great for extending combos on a launched opponent, but will not launch a grounded opponent.
*Great for extending combos on a launched opponent, but will not launch a grounded opponent.
*Against an airborne opponent, 6AB > 66A is a great option to keep the combo going. On a grounded hit, you are limited to cashing out with 6K > 236C
*Unchain Circle follow-ups: 6K, 2K
*Unchain Circle follow-ups: 6K, 2K
}}
}}
====Circle – Sobat====
====Circle – Sobat====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 542: Line 567:
|description=*Ángel jumps forward, kicking the opponent very early into the jump
|description=*Ángel jumps forward, kicking the opponent very early into the jump
*Fastest overhead in the game. Also advances Ángel forward
*Fastest overhead in the game. Also advances Ángel forward
*Commonly used after catching a launched opponent with 46D
*Commonly used after catching a launched opponent with 46D, and is usually followed by 426BD after a hit on an airborne enemy.
*Also works as a good way to mix an opponent after hitting (or whiffing) with uc.2P
*Also works as a good way to mix an opponent after hitting (or whiffing) with uc.2P
*Has lower body invulnerability to projectiles, allowing her to jump over any ground and medium height projectiles. Higher projectiles, such as Rugal’s eye laser, cannot be jumped over.
*Has lower body invulnerability to projectiles, allowing her to jump over any ground and medium height projectiles. Higher projectiles, such as Rugal’s eye laser, cannot be jumped over.
*With proper usage of the Special Spin, this move is a lot safer than its frame data implies. Generally, this move cannot be punished by any strike attack as long as a back Special Spin is inputted immediately after.
*Unchain Circle follow-ups: 8P, 2P (On a grounded opponent, you are usually better off cashing out with 236C)
*Unchain Circle follow-ups: 8P, 2P (On a grounded opponent, you are usually better off cashing out with 236C)
}}
}}
Line 554: Line 580:
|input=2A/C
|input=2A/C
|description=*Ángel slides a short distance forward and extends her arm out against the ground
|description=*Ángel slides a short distance forward and extends her arm out against the ground
* This and Unchain Step (41236B/D) will cancel into each other repeatedly, creating an excellent pressure tool.
*A fast low with short range
*This and Unchain Step (41236B/D) will cancel into each other repeatedly; this is not only a high/low mixup that can go into 6K at any given moment, it is also a frame trap.
*Unchain follow-ups: 8K, 6K
*Unchain follow-ups: 8K, 6K
}}
}}
====Circle – High====
====Circle – High====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 563: Line 591:
|input=8B/D
|input=8B/D
|description=* Quick roundhouse kick with a high hitbox
|description=* Quick roundhouse kick with a high hitbox
*Usually used as combo filler, especially in the corner
*This is the fastest Unchain Circle attack, making it great for quickly accessing the Special Spin during a command dash
*Great for covering the hop angle in front of Ángel
*Unchain follow-ups: 2P, 6P
*Unchain follow-ups: 2P, 6P
}}
}}
====Circle – Hammer Blow====
====Circle – Hammer Blow====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 571: Line 601:
|name=Circle – Hammer Blow
|name=Circle – Hammer Blow
|input=6A/C
|input=6A/C
|description=* An overhead punch that comes out after a short delay
|captions= , Hit State Only
*Relatively short range
|description=*A slow overhead punch with fairly short range and great frametrap potential
*On a grounded opponent, the first hit can be canceled into 66A for a launch
*On a grounded opponent, the first hit can be canceled into 66A for a launch; this is usually followed by 46D > 2K > 66K
*You probably meant to do 66A
*This move is great for baiting out reversals using the following blockstring: Close D > 6B > 214C > 6P > 4AB. This string leaves enough of a gap for reversals to come out, but the Special Spin will ensure you are not hit by the reversal and you can take your free punish.
*On an airborne opponent, hold jump after the hit to perform a safejump
*Unchain follow-ups: 8K, 2K
*Unchain follow-ups: 8K, 2K
}}
}}
Line 594: Line 625:
|moveId=angel_ab,angel_6ab,angel_4ab
|moveId=angel_ab,angel_6ab,angel_4ab
|name=Special Circle – Feint
|name=Special Circle – Feint
|input=4AB
|input=AB, 6AB, 4AB
|captions= AB Version (Hitbox),, 6AB Version (Hitbox),, 4AB Version
|description3=*Ángel spins after performing an Unchain Circle move. If 4 or 6 is inputted along with AB, she will move in that direction. The back spin travels further, the neutral spin recovers faster, and the forward spin generally appears to have better throw invulnerability.
|description3=*Ángel spins after performing an Unchain Circle move. If 4 or 6 is inputted along with AB, she will move in that direction. The back spin travels further, the neutral spin recovers faster, and the forward spin generally appears to have better throw invulnerability.
*Outstanding for baiting reversals during Unchain, especially by using 6P > 4AB
*Outstanding for baiting reversals during Unchain, especially by using 6P > 4AB
*Has complicated invulnerability properties. Most consistent of these is the fact that all spins are invulnerable to projectiles for the spin’s entire duration. The spin can end while a projectile is right at the center of Ángel’s hurtbox, and she will still block it. Throw invulnerability will vary. Strike invulnerability starts on frame 1 and lasts 19 frames.
*Has complicated invulnerability properties. Most consistent of these is the fact that all spins are invulnerable to projectiles for the spin’s entire duration. The spin can end while a projectile is right at the center of Ángel’s hurtbox, and she will still block it. Throw invulnerability will vary. Strike invulnerability starts on frame 1 and lasts 19 frames. Circle · Feint (Backward) - 6AB has the same properties as back dashes when it comes to air throws which means that Ángel cannot by air thown by non-anywhere juggle moves while she is in the air.
*Useful for repositioning in the middle of a combo (e.g. after 214A > 2K > 8P, use 6AB to get in close enough to launch the opponent with 66A)
*Useful for repositioning in the middle of a combo (e.g. after 214A > 2K > 8P, use 6AB to get in close enough to launch the opponent with 66A)
*Can also be used to fish for a normal throw or command grab if the opponent is blocking your mix. A back spin into 66K will usually catch your opponent’s attempt to poke or run up after the back spin.
*Can also be used to fish for a normal throw or command grab if the opponent is blocking your mix. A back spin into 66K will usually catch your opponent’s attempt to poke or run up after the back spin.
Line 624: Line 656:
*If you are close enough to the corner, the opponent will bounce behind you
*If you are close enough to the corner, the opponent will bounce behind you
*Very useful for attempting resets after the wallbounce
*Very useful for attempting resets after the wallbounce
*Safejump: On an airborne hit in the corner, immediately jump toward the corner, then super jump away from the corner and press j.C on the way down. You may also normal jump and press j.D, it will still be a safejump.
*If you are not in the corner but still want a safejump after hitting this, spend half a bar on 624BD.
}}
}}
====Finish – Rolling====
====Finish – Rolling====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 630: Line 665:
|name=Finish – Rolling
|name=Finish – Rolling
|input=66D
|input=66D
|description2=*3-hit inisher that comes out after a short delay and results in a hard knockdown.
|description2=*3-hit finisher that comes out after a short delay and results in a hard knockdown.
*No longer an overhead, but can now land more than one hit against an airborne opponent.
*No longer an overhead, but can now land more than one hit against an airborne opponent and the first two hits are super cancelable.
*Good range and safe on block
*Good range and safe on block, works great for whiff punishing after a back Special Spin or frametrapping during an Unchain string.
*Safejump: Immediately press A and hyper hop forward after the hard knockdown
*Safejump: Immediately press A and hyper hop forward after the hard knockdown
}}
}}
Line 643: Line 678:
|description=* Ángel does a slow leap forward, grabbing the opponent
|description=* Ángel does a slow leap forward, grabbing the opponent
*Can still hit crouching opponents
*Can still hit crouching opponents
*Nothing combos into this; can be a decent alternative to 236C if you want to avoid damage scaling at the risk of being hit out of it
*Nothing combos into this, but it has situational use in resets or on opponent’s wakeup due to its unusually lengthy active frames
*Keep throw invulnerability in mind when attempting this after a successful hit
*Keep the universal 10-frame throw invulnerability window in mind when attempting this after a successful hit
*If this hits in the corner, hold the forward jump input while the animation plays to perform a safejump.
}}
}}
====Finish – Grapple Kick====
====Finish – Grapple Kick====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 653: Line 690:
|description=*Ángel quickly (frame 1) grabs the opponent and kicks them far away
|description=*Ángel quickly (frame 1) grabs the opponent and kicks them far away
*Good for cashing out damage after a combo against a grounded opponent
*Good for cashing out damage after a combo against a grounded opponent
*You will be far from the opponent after doing this, with very few advantage frames to work with. If the enemy is in the corner, you may have just enough time to hop CD while they're getting up.
*You will be far from the opponent after doing this midscreen, but the oki you get out of this move is much better in the corner. Try 46B > 6K right after hitting this on an opponent in the corner.
*Works well after performing the Unchain Special spin. The range is surprisingly far
*Can be used after a forward Special Spin to fish for small damage, especially on an opponent with low HP.
*Don't whiff this
*Surprisingly long range
*When attempting to hit 6K > 236C, be sure that your opponent is grounded before pressing 236C. If 6K clipped an airborne opponent, 236C will leave you in a lengthy recovery animation while your opponent gets up.
}}
}}


Line 664: Line 702:
|name=Real Rave
|name=Real Rave
|input=4623AC
|input=4623AC
|description3=*Ángel runs forward and hits the opponent with a series of punches and kicks, launching them after (does not actually combo into anything other than Advance or Climax)
|captions= Normal Version (Hitbox), Max Version (Hitbox)
|description3=*Ángel runs forward and hits the opponent with a series of punches and kicks, launching them after (does not actually combo into anything except for Advanced/Climax cancels)
*EX version switches sides if the opponent is not backed up against the corner. It also does not launch, but a Climax will still hit after.
*EX version switches sides if the opponent is not backed up against the corner. It also does not launch, but a Climax will still hit after.
*Very punishable on block. You are usually better off not using this as anything but a combo ender.
*Exclusively used as a combo ender, but you will have a hard time justifying using this move. Low damage and poor oki, combined with Ángel’s very poor returns on dumping meter, will make it much more worthwhile to end combos with moves like 66K or 624BD to get better oki.
}}
}}
====Blue Monday Counter====
====Blue Monday Counter====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 673: Line 713:
|name=Blue Monday Counter
|name=Blue Monday Counter
|input=4623BD
|input=4623BD
|description3=*Ángel lifts her knee up. If an opponent hits her, she will Rock Bottom them (switching sides) and then perform The People's Elbow.
|captions= Normal Version (Hitbox), Max Version
*EX version has significantly shorter recovery
|description3=*Ángel lifts her knee up. If an opponent hits her during the fairly tight active frame window, she will Rock Bottom them (switching sides) and then perform The People's Elbow.
*The timing is very tight, be careful about when you throw this out. Works best on wakeup.
*2-bar version does more damage, and nothing else.
*Can be canceled into from normal and Unchain Circle moves as a risky call out vs mash and reversal throw attempts. The counter's invulnerability on startup will force the throw attempt to fail and result in the opponent's C/D attack activating instead.
*1F startup means this move will beat safejumps clean, including crossups. Consider this as an option when your opponent is at least than 20% HP, or if you are backed up into the corner.
*EX version can be cancelled into from Real Rave, activating the Rock Bottom immediately after the lariat, then Climax cancelled after the elbow.
*Due to its tight active frame window and ability to beat safejumps, this move is best used on wakeup.
*Can be canceled into from normal and Unchain Circle moves; this should be avoided as it will almost certainly be a waste of meter
*2-bar version can be cancelled into from Real Rave (her other super), and this can then be Climax cancelled. If the counter is done raw, it cannot be Climax cancelled.
}}
}}



Latest revision as of 10:40, 12 December 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

One of the cybernetically modified humans created by the secret syndicate known as NESTS. Her fighting style is something she calls "Perfunctory♥", which is an unorthodox fighting style that makes use of an 'unchain' system that involves multiple throw techniques.
All this means she has unparalleled strength when up close. She loves to joke around, and her personality isn’t something one can pin down. Leaving her life in Mexico behind, she joins Krohnen and enters KOF.
Jump: 40f
Hop: 32f
Backdash: 22f
Run Speed Ranking: 5

Gameplay Summary

Ángel is a very, very strange and complex character in comparison to the rest of the cast, in part due to some unorthodox normals and mostly due to her Unchain system. Ángel's Unchain system allows her to cancel a set of special moves into another set of special moves into another set of special moves to confuse and mix up the opponent. She has multiple different lows, overheads, and command grabs and ways to set them up. She is a different beast compared to everyone else in the game, but can be very rewarding for those who put in the time and effort to master her. Outside of her complexity, Angel is a powerful mixup fighter who excels at close range. Her Unchain System allows her lots of variety in her approach, oki and pressure games, and getting put in the corner against her is a death sentence. Angel's biggest weakness is her awkward neutral — Ángel will have use good movement to force her way in against her opponents. Her pokes are quietly serviceable at best and her approach is difficult without access to truly dangerous normals like the rest of the cast, making it easy to push her back. If an opponent can successfully keep her out, it will be hard for Ángel to get started. Ángel functions best on point, where her high meterless damage and good meter build allow her to vortex the opponent to death while minimizing the chance that her opponent uses a guard cancel to stop her offense.

Ángel is a rushdown character that excels in pressuring her opponent with the Unchained (UC) System.
Pros Cons
  • Extremely Anti-Projectile: There are at least 5 moves in Ángel’s arsenal that have some form of projectile invulnerability, and many of these are forward-advancing attacks. In addition to this, she has access to EX Red Sky for only half a bar, a lightning-fast slide that does good damage, is projectile invulnerable, grants a safejump on hit and can hit from about half-screen distance. This move alone makes projectile zoning a complete non-issue (and even an opportunity) to Ángel, let alone the fact she has several other options to choose from on top of standard KOF anti-zoning.
  • Brutal Oki: Ángel’s combos almost always grant the opportunity to safejump after the combo ender. If it’s not a safejump, it’s a setup that allows her to hit an unblockable punch on the opponent as soon as they wakeup. If it’s not that, it’s guard breaking with 214AC. Or it’s a left/right mix. Sometimes the left/right mix is also a safejump regardless of the direction she chooses. Ángel’s offense is very difficult to stop once it gets started.
  • Flexibility: Ángel has a huge number of tools to help her out in battle. Several Unchain Starts help her contest neutral or defend against her opponents approach, which lets her adapt to her opponents gameplan easily. An Ángel player with solid reflexes and sharp reads can readily react to any situation with the right move.
  • Massive Damage At A Low Cost: Outstanding meterless damage. Achieving upwards of 40% damage without burning meter is not out of the question.
  • Terrifying Mixups: Angel's left/right game is absurd with her j.C, which crosses up incredibly well. Her high damage allows her to two-touch most characters and vortex them back into the mixup all over again. She has everything a pressure character could want, including command grabs, frame traps, and even an honest-to-god unblockable for catching the hardest of turtles.
  • Awkward Neutral: Angel's neutral can be very awkward, with normals that range anywhere from unspectacularly bad or situational to decent at best. Whiff punishing can be difficult, and even trying to punish on block can be difficult due to her close heavies having very short range and the subpar nature of her far normals. It’s not all bad, but if Ángel is not given the sufficient space and time to utilize her Unchain in neutral, her normals will make for an uncomfortable time on defense.
  • Terrible Meter Dumps: In extreme contrast to her meterless damage, Ángel’s returns on meter spent in a combo will fall off a cliff once you spend any more than 1 bar. The price to pay for meterless 400 damage combos is being forced to spend 3-3.5 bars just to break 620 damage. Her super deals 160 base damage, and her climax only does 430. Her lengthy combos result in harsh scaling by the end of combo, which makes Quick MAX, an action which accelerates this scaling and expects you to cash out with super attacks, very unrewarding. Her normals make a guard cancel roll unrewarding as a punish tool. With all of this in mind, meter is best spent on EX moves, shatter strikes, her counter super and guard cancel CD; most of these are strictly defensive options. Big damage must be achieved by leaning into Ángel’s strong resets because dumping meter into big damage to secure kills is not an option.
  • Issues with consistency: Ángel has an uncanny ability to make rounds go really, really bad for your opponent, but there will be times where you may find it difficult to truly get Ángel’s offense started and you are forced to spend the next round trying to make a comeback. Even her defense is serviceable (don’t forget, she has a 1F counter super that beats safejumps) for the most part, but that runs into issues with consistency too. You may press B to stop a hop with far B, only to find that close B (absolutely not an anti-hop) comes out instead and you eat a combo. You may get out of the corner by command dashing through your opponent, or you just get counterhit out of the dash and eat a full combo. At least her meter gain is consistently high for your troubles.


Movelist

(*) = EX OK

(!) = MAX OK


Throws

Tekitou Rush - close / +

Shadow Behead - close / +

Command Normals

Middle Spin - +

Heavy Knee Attack - + (Midair Only)

Special Moves

Red Sky - + / (*)

Mad Murder - + / (*)

Unchain Start

Unchain • Low - +
Unchain • Heel - +
Unchain • Tornado - + /
Unchain • Blow - + / (*)
Unchain • Step - + / (*)
Unchain Circle
Circle • Upper - after Unchain Start, + /
Circle • Sobat - after Unchain Start, + /
Circle • Under Blow - after Unchain Start, + /
Circle • High - after Unchain Start, + /
Circle • Hammer Blow - after Unchain Start, + /
Circle • Assault - after Unchain Start, + /
Special Unchain Circle
Circle • Feint - after Unchain Circle,
Circle • Feint (Forward) - after Unchain Circle, +
Circle • Feint (Backward) - after Unchain Circle, +
Unchain Finish
Finish • Lariat - after Unchain Circle or Special Unchain Circle, +
Finish • Straight - after Unchain Circle or Special Unchain Circle, +
Finish • Rolling - after Unchain Circle or Special Unchain Circle, + /
Finish • Neck Cutter - after Unchain Circle or Special Unchain Circle, +
Finish • Grapple Kick - after Unchain Circle or Special Unchain Circle, +

Super Special Moves

Real Rave - + / (!)

Blue Monday Counter - + / (In time with opponent's attack) (!)

Climax Super Special Moves

Ascension Time - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

2B > 2A > 46B > 2P > 6K > 236C

2B > Close B > 46D > 6P > 66A > 46D > 2K > 66k

j.D > Close D > 6B > 214C > 2K > 426K > 8K > 66K

CD > 624B (whiff) > 2C > 426K > 8K > 426K > 8P > 6AB > 66A > 46D > 2K > 66K

185 dmg

233 dmg + safejump

347 dmg + safejump

268 dmg + safejump

0.5 Meter

2B > 2A > 46BD > 6P > 66A > 46D > 2K > 66K

j.D > Close D > 6B > 214C > 2K > 8P > 6AB > 66A > 46D > 6K > 426BD > 8K > 66C > 624B

228 dmg + safejump

448 dmg

1 Meter

j.D > Close D > 6B > 214C > 2K > 8P > 6AB > 66A > 46D > 6K > 426BD > 8K > 66C > 624BD

2B > Close B > 46D > 6P > 66A > 46D > 6K > 426BD > 8K > 66C > 624BD

464 dmg + safejump

309 dmg + safejump

Basic Combo Starters

2B > 2A > 46B

  • Anything involving 2A will result in a fairly low damage combo unless you spend half a bar on 46BD. Try and use Close B instead of 2A whenever possible.
  • Followups are limited without meter or corner.

2B > c.B > 46D

  • 46D keeps the opponent closer on hit, allowing 6P > 66A to combo after.
  • 46D does not combo from 2A.

2B > c.B > 214A

  • If Close B is blocked, this same string becomes a frametrap.
  • Starting an Unchain sequence with 214P will generally always result in the best possible damage and widest array of combo routes.

c.D > 6B > 214C

  • Highest damage combo starter.
  • 214C combos from 6B and is otherwise identical to 214A in its usage during combos starting with a Close D, but it generates more meter. Use it over 214A whenever possible.

CD > 624B (whiff) > 2C

  • Best damage off a CD hit. If the 2C > 426K > 8K > 426K > 8P string is too difficult, you can just do 214C or even 2C > 214C (kara) > 2K after the slide and do the rest of the standard BNB after. The first string will give a completely meterless safejump, so it is recommended to learn it as soon as possible.

Unchain Overview

Overview Unchain can be thought of as a complex rekka series with 4 stages.

  1. Use a Starter move to begin the first stage of the sequence. Even if the move misses or gets blocked, it can be followed up with an Unchain Circle attack. The sequence always immediately advances to the Circle phase after an Unchain Starter.
  2. In stage 2, Ángel can perform any 1 of 6 Unchain Circle attacks (henceforth shortened to “Circle”). Because there is no light and heavy version of the Circle moves, they are simply abbreviated as P and K (for example, 8K or 2P). Unlike the other stages, this one does not necessarily end after 1 move.
  3. Optionally, you may cancel Circle moves into other Circle moves,
    1. You must alternate between punches and kicks. As an example, if you use a punch attack in the Circle phase, the next attack must be a kick.
    2. You cannot repeat directional inputs between consecutive moves. If you use a Circle attack with a forward input, the next Circle attack must contain a down or up input.
    3. You cannot use the same move twice within one unchain sequence. Any time an Unchain Starter is used, the sequence is considered reset.
    4. If the Starter was a command dash (426K) that was canceled into from a Circle move (see the next phase of the Unchain sequence), you may only perform one Circle attack per sequence. If you wish to observe this restriction to better understand it, perform the following combo at midscreen: 214P > 6K > 426BD > 8P > 426K > 8K. Notice that you are locked out of any Circle attacks after 8K, leaving 66C, 66A or 66K as your only follow-up options.
  4. While still in the Circle phase, you may reset the sequence by canceling a Circle attack into Unchain Starter - Dash (426K). This applies the previously mentioned restriction on Circle cancels until the sequence is dropped or finished.
  5. After any Unchain Circle attack, you may optionally perform a Special Spin. This is the only move available in stage 3 of the Unchain sequence, and can be skipped entirely in favor of going straight to stage 4 if so desired. The Special Spin is a dodge with complicated invulnerability properties, used as both a movement tool and a way to safely disengage the Unchain sequence. Read more about the Special Spin here. If a Special Spin is performed, your only options are to drop the sequence or perform a move from the final stage.
  6. After stage 2 or 3, you may end the sequence with an Unchain Finisher. These moves will end the sequence, but they are not necessarily combo enders — a successful 66A or 66C will extend combos and even allow you to begin a new Unchain sequence, and 66K is super cancelable (even if this is rarely ever recommended).

To recap:

Unchain Starter

  • Begins the Unchain sequence with 1 of 5 moves, and plenty of mix already baked into this phase. A low, an overhead, potential frametraps and a side-switching command dash are located here.

Unchain Circle

  • 6 moves that can be rapidly chained together, or even canceled back into another command dash to reset the sequence. Both of the up input Circle attacks are mids that are great at covering high angles and extending combos. Both of the forward input Circle attacks are overheads, one slow and one fast. Both of the down input Circle attacks are lows, one slow and one fast.

Special Spin

  • Pick from 1 or 3 dodges that grant strike and projectile invulnerability on frame 1. Back spin travels the furthest, neutral spin recovers the fastest, while the forward spin moves you forward, which can be considered a reward in of itself.

Unchain Finisher

  • End the sequence. This stage is home to plenty of mix: A launcher, an unblockable wallbounce, a fast command grab, a slow command grab and a safe-on-block hard knockdown with good range are at your disposal.

Strategy

Anti-airing

  • Best anti-airs: Far D, Far B, 66A
  • Angel's grounded anti-airs are weak, or hard to access in the case of 66A. Your best option for stopping an aerial approach is to meet them in air with a j.A. This may require a good read/reaction, and hitting them before their jump attack becomes active.
  • Far B is great anti-hop, but does not cover full jump angles very well. Far D covers it a little better. Far D can work as anti-hop too, but it is a bit more risky in exchange for the higher damage.
  • If you do find yourself in the position to anti-air with 66A for whatever reason, it is a very rewarding option and it comes with upper body invulnerability through most of its startup.
  • 2C is similarly rewarding, but not a very good anti-air in itself. You may consider it as a high-risk option.

Movement

  • Angel's backdash can be canceled into j.2D. To do this, simply input 2D while backdashing. This makes her backdash go from 22 total frames to 19, and the j.2D can still hit an advancing opponent (or extended hurtbox), especially if you're cornered.
  • Unchain can be used for movement. Tricky to use and not required for starting the character, but you will eventually need to learn this as you get better at the game and fight stronger opponents.
    • 426K not only allows you to move forward at the same speed as a regular run, it allows you to access your Unchain Circle options right out of the run. This gives you instant access to powerful movement options, such as 8K > Special Spin and 6K.
    • Look for opportunities to use Unchain moves as movement tools, such as 2K’s long forward movement or 6K’s ability to jump over most fireballs while advancing forward and giving you access to the Special Spin.
    • 8K is Ángel’s fastest Unchain Circle attack at 8 frames of startup, and is therefore the primary method of quickly accessing the Special Spin.
    • Dash > 8K can be looped. This allows her to rapidly cover hop angles with a hitbox while advancing forward for as long as this input is looped. This can also be achieved by inputting 412369K during the command dash, which will perform the 8K and immediately cancel it into another dash. While not as fast as 8K, 2P and 8P can also be used for the dash loop.
    • 426K can be used to get out of the corner, as it is quite difficult to react to and switches sides.
    • 66K has good range, moves forward, has lower body invulnerability and is safe on block, making it a decent option for forcing your way in.

Normals

Far Standing Normals

Far A

stand A
A
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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid - 5 3 8 +4 +2 - 30 60
  • Standard jab. Does what a jab does, does not do what a jab do not do, no more or less.
  • Can combo into 46B / 46BD. On counterhit against an airborne opponent, EX Dash (426BD) will convert this into a combo.

Far B

stand B
B
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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid - 6 4 13 0 -4 - 30 60
  • Great anti-hop. Also does a decent job of stuffing most ground attacks.
  • When attempting to use this against hops, be sure that the opponent is not close enough to make Close B activate instead of this move.

Far C

stand C
C
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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid - 7 4 19 -2 -4 - 70 120
  • Decent way to keep your opponent’s forward movement in check
  • MAX Mode is very unrewarding for Ángel and is therefore not advised, but this is her best button to fish for Quick MAX with if you really feel like spending 2 bars for ~360 damage.

Far D

stand D
D
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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid - 8 4 19 -2 -4 - 70 120
  • ass

Close Standing Normals

Close A

close A
cl.A
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid - 4 3 11 +1 -1 - 30 60
  • Quick and short elbow upper
  • Standard jab. Does whatever you would want any jab to do.
  • Sets up a tick throw with her command grab, especially the EX version. Perform the command grab immediately after you recover from this move, do not cancel into it or it will whiff.

Close B

close B
cl.B
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid - 5 3 8 +6 +2 - 30 60
  • This move does not hit low, despite its animation.
  • You will usually combo into 214A or 46D after hitting this move.
  • One of, if not the only one, the few lights in the game that can combo into shatter strike.
  • Usually can be chained into itself one time if you’re close enough.

Close C

close C
cl.C
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid - 7 3 21 -3 -5 - 70 120
  • Good to start a combo, but close D does the same for just a little more damage

Close D

close D
cl.D
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid - 6 3 23 -5 -7 - 70 120
  • Go-to combo starter, especially after a jump-in
  • 6B is usually your best option after using this
  • Make sure you are close enough to your opponent before you press this. You really, really do not want to witness the far D moment that ensues otherwise.

Crouch Normals

Crouch A

crouch A
cr.A
cr.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid - 5 3 8 +4 +2 - 30 60
  • Special cancelable, combos into 46B and especially 46BD
  • Decent poke and abare option
  • Follow up with 214A/C for a basic frame trap

Crouch B

crouch B
cr.B
cr.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low - 4 3 11 +1 -1 - 30 60
  • Fast, short range poke that hits low
  • 2B combo starters are generally not very rewarding for Ángel, especially compared to other characters.
  • Follow up with Close B > 46D or 2A > 46B to hit confirm into Unchain. If you use 2A instead of Close B, you must spend half a bar on 46BD to get access to the superior Unchain routes that Close B > 46D grants.

Crouch C

crouch C
cr.C
cr.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid - 11 5 29 Launcher - SKD (33: Tech / 60: Non-tech) -15 - 70 120
  • Not as good of an anti-air as it looks, but it can work and the reward is solid
  • Compensates for being the second-slowest 2C in the game by being the only launcher 2C in the game.
  • Special cancelable, even on whiff.
  • Commonly followed up with 214P (kara) > 2K; this is also the optimal combo starter after a 214AC guard break in the corner.
  • Don't whiff this without canceling into something like 214P or 426K.

Crouch D

crouch D
cr.D
cr.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low - 10 3 18 Soft Knockdown -2 - 70 120
  • Basic sweep
  • Impressive range, decent start up
  • Special cancelable, meaning you can followup a hit (or block) to go straight into oki or pressure the recovery roll with your command dash

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 8 1 on ground - - - 30 50

jump jump

45 High - 6 12 1 on ground - - - 30 60
  • Great all-around aerial attack option
  • Can cancel into j.2D unless performed during a hop. There is no risk attached to this, so you may as well buffer it every time.
  • If j.A counterhits an aerial opponent, it will successfully combo into j.2D for a total of 97 damage and just a little bit more time for oki on the air-to-air exchange

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 6 1 on ground - - - 30 50

jump jump

45 High - 6 11 1 on ground - - - 30 60
  • Decent for stopping an opponent's hop if used preemptively in close range

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 Mid - 12 4 1 on ground - - - 70 100

jump jump

70 Mid - 12 4 1 on ground - - - 70 120
  • Dedicated cross-up attack. Has no hitbox in front of Ángel, but a fantastic hitbox behind her.
  • Will always allow you to Close D after a hit since the “pushback” technically forces your opponent closer to you rather than pushing them away.
  • Be mindful of the fact this move will also extend your hurtbox behind you.

Jump D

jump D
j.D
j.D

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 10 7 1 on ground - - - 70 100

jump jump

70 High - 10 7 1 on ground - - - 70 120
  • Solid jump-in combo starter
  • The usual choice of aerial attack on a hop (where j.A > j.2D is inaccessible) or a safejump.
  • Works pretty decent as an air-to-air

Blowback

Blowback

Blowback
CD
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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 15 6 22 Wall Splat - HKD (+72 to +88) -5 - 100 160
  • Good poke, does what a CD does and not a whole lot else
  • Press C 1-2 frames before pressing D to get extra range out of this move. A 2-frame gap will result in the longest possible range.
  • On hit from midscreen, cancel into 63214B/D to quickly get back in range of the opponent in time to convert into a combo, usually with 2C > 214A (kara) > 2K. This is fairly risk-free as Red Sky is safe on block anyway.

ShatterStrike

ShatterStrike
qcf+CD
qcf+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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (Ground Hit) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Decent as an AA option since Ángel remains stationary.
  • On grounded hit: Continue the combo with 214A
  • On air hit: Follow this up by immediately command dashing and pressing 8P at the right time.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as her CD.


jump CD

jump CD
j.CD
j.CD

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 15 5 1 on ground Soft Knockdown - - 80 120

jump CD jump CD

90 Mid - 15 5 1 on ground Soft Knockdown - - 80 140
  • Fairly standard horizontal j.CD. Decent air-to-air.
  • On counterhit, use 426BD after landing to convert this into a combo.
  • On block, provides enough blockstun to attempt a crossup on a crouching opponent with hyper hop j.C.

Rush Moves

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25 + 23) Mid - 6 4 - -4 -6 - 30 120 (60 + 60)

cl.AAX cl.AAX

70 (25+23+22) Mid - 12 2 - -9 -11 - 30 180 (60*3)
  • Ángel’s autocombo uses the light version of Red Sky for her special option. For her super options, it unsurprisingly uses Real Rave as opposed to her counter super.

Throws

Tekitou Rush

Tekitou Rush
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 (20+40+40) N/A - 1 1 0 HKD (+50) Unblockable - 0 N/A
  • Fairly standard forward throw. Gives enough time to go for a manually timed safejump.
  • Auto-timed safejump: After throwing an opponent into the corner, immediately backdash > j.2D and then hyper hop forward.

Shadow Behead

Shadow Behead
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (+53) Unblockable - 0 N/A
  • Normal throw that switches sides
  • You will be quite far from the opponent after doing this, unless you were backed up into a corner. You still have time for oki or even a safejump if you're fast enough.
  • Safejump: If you throw your opponent into the corner, immediately press Far B and hyper hop forward.

Command Moves

Middle Spin

Middle Spin
6B
6B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 (30 + 30) Mid - 17 2 (3) 2 17 2 0 - 60 (30 + 30) 60 (30 + 30)
  • Hits twice, but most cancels will whiff if you cancel on the second hit as opposed to the first
  • Usually followed by any Unchain starter in blockstrings, or 214C in combos.

Heavy Knee Attack

Heavy Knee Attack
j.2D
j.2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
55 High - 4 8 1 on ground - - - 40 60
  • Cancel into this after j.A (unless it's a hop) for extra damage on your jump-in
  • Opponent may switch their block to low after blocking the j.A, leading to a hit if the j.2D comes out after
  • With good timing and a decent hop angle on the opponent, Ángel can land on the other side of the opponent after hitting this.
  • See notes in the movement section about using this during a backdash to make the backdash faster.
  • If you are backed into a corner, you can backdash and immediately press 2D to use this move as a sneaky, fast overhead. There are combo resets that make use of this; in the corner, try the following: 66C > 426BD > Close D > 426K > Backdash j.2D > [Any combo]

Special Moves

Unchain


Red Sky

Red Sky
63214BD
63214BD

Normal Version (Hitbox)
EX Version (Hitbox)

Normal Version (Hitbox)
EX Version (Hitbox)

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 Mid - 15 6 22 Soft Knockdown -2 - 0 0

D D

100 Mid - 25 6 22 SKD (+22) +2 - 0 0

BD BD

120 (50+70) Mid - 11 6 20 HKD (+30) -2 Full Body Projectile: 5 to 16 (12 frames) 0 0
  • Ángel slides forward about half-screen distance. B version is faster, D version has longer range and is +2 on block.
  • This is a hitgrab, not a true command grab. It can be blocked.
  • Works as both a combo ender and a way to advance forward in neutral due to its safety on block.
  • On a CD hit, use any version of this to quickly get back in range of the opponent and confirm into a combo, usually with 2C > 214P (kara) > 2K
  • EX version slides faster and can go through projectiles. Grants hard knockdown and an easy safejump, a property that makes it one of the best combo enders Ángel has access to. It is also her best anti-projectile tool.
  • Safejump: Immediately hyper hop forward after the 624BD animation ends.

Mad Murder

Mad Murder
41236AC
41236AC

Normal Version (Hitbox)
EX Version (Hitbox)

Normal Version (Hitbox)
EX Version (Hitbox)

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 N/A - 14 1 33 Launcher - HKD (+87) Unblockable Full Body: 14 (1 Frame) 0 N/A

C C

60 N/A - 14 1 33 Launcher - HKD (+87) Unblockable Full Body: 14 (1 Frame) 0 N/A

AC AC

80 N/A - 10 1 20 Launcher - HKD (+94) Unblockable Full Strike: 3 to 9 (7 Frames), Full Body 10 (1 Frame) 0 N/A
  • Command grab that launches the opponent
  • Normal version can also be accessed during Unchain — Step (426K), even after the side switch.
  • EX Version has less startup frames and launches higher. It also has strike invulnerability starting on frame 3.
  • Tick throw setup: Make the enemy block a Close A, then use 426AC as soon as its recovery ends (do not special cancel directly out of Close A or the grab will whiff)
  • Usually followed by 46D to continue the combo
  • Some moves can combo into this, but this should be avoided due to the unnecessary damage scaling this would apply to a combo.

Unchain – Low

Unchain – Low
3B
3B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
50 Low - 18 2 25 -6 -8 - 20 30
  • Low Unchain starter. Ángel steps forward and sweeps her front foot.
  • Works especially well after 6B to force mix at the cost of limiting your damage and oki reward.
  • Usually followed by 2P or 6K
  • Keep in mind that Unchains are special moves, therefore they will deal chip damage

Unchain – Heel

Unchain – Heel
3D
3D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
50 High - 20 2 25 -6 -8 - 20 30
  • Overhead Unchain starter. Will apply overhead scaling to combos.
  • Causes a hard knockdown on hit against an airborne opponent. Hold forward jump during the animation to perform a safejump in the corner.

Unchain – Tornado

Unchain – Tornado
46B/D/BD
46B/D/BD

Normal Version (Hitbox)
Normal Version - Hit State Only (Hitbox)

Normal Version (Hitbox)
Normal Version - Hit State Only (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

48 (25+25) Mid - 13 2 (4) 2 22 -3 -5 - 40 (20+20) 60 (30+30)

D D

48 (25+25) Mid - 15 2 (4) 2 22 -3 -5 - 40 (20+20) 60 (30+30)

BD BD

48 (25+25) Mid - 11 2 (4) 2 22 -3 -5 - 40 (20+20) 60 (30+30)
  • Unchain starter with good range
  • Often used to continue combos on a launched opponent
  • Can be used as anti-air (not recommended)
  • EX version is faster and vastly improves the distance Ángel moves forward, allowing for consistent 46BD > 6P > 66A chains, especially off 2A confirms. It also makes this move decent (but not great; it’s still an 11 frame special that costs half a bar) for use as a punish tool.
  • Technically advances Ángel forward as long as you cancel the first hit into an Unchain Circle. This makes 46B (whiff) > 6K a surprisingly effective way to fish for overhead hits.

Unchain – Blow

Unchain – Blow
214AC
214AC

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

50 Mid - 15 7 10 Soft Knockdown 2 - 60 80

C C

50 Mid - 18 7 14 Soft Knockdown -2 - 60 80

AC AC

70 Mid* - 27 2 34 Crumple (+90) Guard Crush (+13) - 0 1000
  • Unchain starter that can lead to big damage and works especially well after 6B
  • You can kara-cancel this into any Unchain Circle move, get creative with it and do stuff like poke low from midscreen by canceling into 2K
  • Light version is faster and plus on block with huge pushback, heavy version has no pushback on block and generates much more meter.
  • EX version will guard break on block or crumple on hit
  • EX version is not an Unchain starter. Very few things will combo after a guard break from this move, but 46B (or 46BD) will generally always connect and 2C becomes an option if this guard break is performed in the corner from sufficiently close range.

Unchain – Step

Unchain - Step
41236BD
41236BD

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

N/A N/A - - - 46 - - Full Strike: 20 frames during teleport, starting as soon as frame 7 N/A N/A

D D

N/A N/A - - - 46 - - Full Strike: 20 frames during teleport, starting as soon as frame 7 N/A N/A

BD BD

40 Mid - 6 20 21 -11 -28 - 0 70
  • Ángel dashes forward at the same speed as a normal run despite the slightly sped-up animation.
  • Heavy version (426D) will cause Ángel to vanish and switch sides with the opponent if Ángel runs into them. The light version (426B) will not do this and Ángel will instead continue running at the opponent. Ángel is strike invulnerable during the vanish animation.
  • Can be canceled into the normal version of Mad Murder (426P) or any Unchain Circle after running for a minimum of 10 frames or after switching sides with the opponent
  • If Ángel runs into an opponent that is already in the corner using the heavy version, her strike invulnerability only lasts 5 frames (instead of 20) and she cannot cancel into an Unchain Circle after.
  • Despite not having throw invulnerability, a normal throw will almost never catch it; this is not as reliable against command grabs
  • EX version deals damage and is mostly used to extend combos due to it being extremely punishable on block. If it hits on an enemy that is already in the corner, it will not switch sides but can still be canceled into a Circle attack.

Circle


Circle – Upper

Circle – Upper
8A/C
8A/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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
35 Mid - 11 4 18 -1 -3 - 30 40
  • Basic uppercut
  • Great for extending combos on a launched opponent, but will not launch a grounded opponent.
  • Against an airborne opponent, 6AB > 66A is a great option to keep the combo going. On a grounded hit, you are limited to cashing out with 6K > 236C
  • Unchain Circle follow-ups: 6K, 2K

Circle – Sobat

Circle – Sobat
6B/D
6B/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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
35 High - 10 3 32 -14 -16 - 30 40
  • Ángel jumps forward, kicking the opponent very early into the jump
  • Fastest overhead in the game. Also advances Ángel forward
  • Commonly used after catching a launched opponent with 46D, and is usually followed by 426BD after a hit on an airborne enemy.
  • Also works as a good way to mix an opponent after hitting (or whiffing) with uc.2P
  • Has lower body invulnerability to projectiles, allowing her to jump over any ground and medium height projectiles. Higher projectiles, such as Rugal’s eye laser, cannot be jumped over.
  • With proper usage of the Special Spin, this move is a lot safer than its frame data implies. Generally, this move cannot be punished by any strike attack as long as a back Special Spin is inputted immediately after.
  • Unchain Circle follow-ups: 8P, 2P (On a grounded opponent, you are usually better off cashing out with 236C)

Circle – Under Blow

Circle – Under Blow
2A/C
2A/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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 Low - 10 2 24 -5 -7 - 30 40
  • Ángel slides a short distance forward and extends her arm out against the ground
  • A fast low with short range
  • This and Unchain Step (41236B/D) will cancel into each other repeatedly; this is not only a high/low mixup that can go into 6K at any given moment, it is also a frame trap.
  • Unchain follow-ups: 8K, 6K

Circle – High

Circle – High
8B/D
8B/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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 Mid - 8 3 20 -4 -4 - 30 40
  • Quick roundhouse kick with a high hitbox
  • This is the fastest Unchain Circle attack, making it great for quickly accessing the Special Spin during a command dash
  • Great for covering the hop angle in front of Ángel
  • Unchain follow-ups: 2P, 6P

Circle – Hammer Blow

Circle – Hammer Blow
6A/C
6A/C

Hit State Only

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
37 (20+17) High - 20 4 26 -8 -10 - 40 (20+20) 60 (30+30)
  • A slow overhead punch with fairly short range and great frametrap potential
  • On a grounded opponent, the first hit can be canceled into 66A for a launch; this is usually followed by 46D > 2K > 66K
  • This move is great for baiting out reversals using the following blockstring: Close D > 6B > 214C > 6P > 4AB. This string leaves enough of a gap for reversals to come out, but the Special Spin will ensure you are not hit by the reversal and you can take your free punish.
  • On an airborne opponent, hold jump after the hit to perform a safejump
  • Unchain follow-ups: 8K, 2K

Circle – Assault

Circle – Assault
2B/D
2B/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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 Low - 24 4 22 -5 -7 - 30 40
  • Ángel jumps forward and kicks low after landing
  • Impressive range, works especially well after Unchain Step (41236B/D) to "add" approximately 15 frames of startup in exchange for making this a fullscreen poke
  • Unchain follow-ups: 8P, 6P (8P is a very effective followup if 2K hits during a juggle)

Special Circle


Special Circle – Feint

Special Circle – Feint
AB, 6AB, 4AB
AB, 6AB, 4AB

AB Version (Hitbox)
6AB Version (Hitbox)

AB Version (Hitbox)
6AB Version (Hitbox)
4AB Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

AB AB

N/A N/A - - - 30 - - Full Strike: 1 to 19 (19 Frames) / Projectile Invincibility: 1 to 30 (30 Frames) N/A N/A

6AB 6AB

N/A N/A - - - 34 (9 on ground) - - Full Strike: 1 to 19 (19 Frames: 10 on ground and 9 in the air) / Projectile Invincibility: 1 to 34 (34 Frames) N/A N/A

4AB 4AB

N/A N/A - - - 34 (9 on ground) - - Full Strike: 1 to 10 (10 Frames on ground) / Full Body: 11 to 19 (9 Frames) / Projectile Invincibility: 1 to 34 (34 Frames) N/A N/A
  • Ángel spins after performing an Unchain Circle move. If 4 or 6 is inputted along with AB, she will move in that direction. The back spin travels further, the neutral spin recovers faster, and the forward spin generally appears to have better throw invulnerability.
  • Outstanding for baiting reversals during Unchain, especially by using 6P > 4AB
  • Has complicated invulnerability properties. Most consistent of these is the fact that all spins are invulnerable to projectiles for the spin’s entire duration. The spin can end while a projectile is right at the center of Ángel’s hurtbox, and she will still block it. Throw invulnerability will vary. Strike invulnerability starts on frame 1 and lasts 19 frames. Circle · Feint (Backward) - 6AB has the same properties as back dashes when it comes to air throws which means that Ángel cannot by air thown by non-anywhere juggle moves while she is in the air.
  • Useful for repositioning in the middle of a combo (e.g. after 214A > 2K > 8P, use 6AB to get in close enough to launch the opponent with 66A)
  • Can also be used to fish for a normal throw or command grab if the opponent is blocking your mix. A back spin into 66K will usually catch your opponent’s attempt to poke or run up after the back spin.
  • You must use an Unchain Finisher (or drop the combo) after performing this move

Finish


Finish – Lariat

Finish – Lariat
66A
66A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
50 Mid - 9 2 29 Soft Knockdown -12 Upper Body: 1 to 7 (7 Frames) 40 40
  • Launches the opponent very high
  • Usually can be followed up with 46D if it has not already been used in the combo
  • Very short horizontal range, good vertical range
  • Surprisingly good anti-air if you can find yourself in the rare situation to actually use it as one

Finish – Straight

Finish – Straight
66C
66C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
65 N/A - 27 2 31 Hard Knockdown Unblockable - 40 N/A
  • Slow, unblockable punch with solid range that wallbounces the opponent
  • If you are close enough to the corner, the opponent will bounce behind you
  • Very useful for attempting resets after the wallbounce
  • Safejump: On an airborne hit in the corner, immediately jump toward the corner, then super jump away from the corner and press j.C on the way down. You may also normal jump and press j.D, it will still be a safejump.
  • If you are not in the corner but still want a safejump after hitting this, spend half a bar on 624BD.

Finish – Rolling

Finish – Rolling
66D
66D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

100 (40+40+20) Mid - 21 2 (5) 2 20 HKD (+44) -2 Low Body: 13 to 25 (13 Frames) 60 (20*3) 60 (20*3)

D D

100 (40+40+20) Mid - 21 2 (5) 2 20 HKD (+44) -2 Low Body: 13 to 25 (13 Frames) 60 (20*3) 60 (20*3)
  • 3-hit finisher that comes out after a short delay and results in a hard knockdown.
  • No longer an overhead, but can now land more than one hit against an airborne opponent and the first two hits are super cancelable.
  • Good range and safe on block, works great for whiff punishing after a back Special Spin or frametrapping during an Unchain string.
  • Safejump: Immediately press A and hyper hop forward after the hard knockdown

Finish – Neck Cutter

Finish – Neck Cutter
236A
236A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 21 10 26 Hard Knockdown Unblockable - 0 N/A
  • Ángel does a slow leap forward, grabbing the opponent
  • Can still hit crouching opponents
  • Nothing combos into this, but it has situational use in resets or on opponent’s wakeup due to its unusually lengthy active frames
  • Keep the universal 10-frame throw invulnerability window in mind when attempting this after a successful hit
  • If this hits in the corner, hold the forward jump input while the animation plays to perform a safejump.

Finish – Grapple Kick

Finish – Grapple Kick
236C
236C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 N/A - 1 1 54 Hard Knockdown N/A - 0 N/A
  • Ángel quickly (frame 1) grabs the opponent and kicks them far away
  • Good for cashing out damage after a combo against a grounded opponent
  • You will be far from the opponent after doing this midscreen, but the oki you get out of this move is much better in the corner. Try 46B > 6K right after hitting this on an opponent in the corner.
  • Can be used after a forward Special Spin to fish for small damage, especially on an opponent with low HP.
  • Surprisingly long range
  • When attempting to hit 6K > 236C, be sure that your opponent is grounded before pressing 236C. If 6K clipped an airborne opponent, 236C will leave you in a lengthy recovery animation while your opponent gets up.

Super Special Moves

Real Rave

Real Rave
4623AC
4623AC

Normal Version (Hitbox)
Max Version (Hitbox)

Normal Version (Hitbox)
Max Version (Hitbox)

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

160 (15*6+10*2+50) Mid - 7 13 27 Hard Knockdown -21 Full Body: 1 to 3 (3 Frames) 0 0

C C

160 (15*6+10*2+50) Mid - 7 13 27 Hard Knockdown -21 Full Body: 1 to 3 (3 Frames) 0 0

AC AC

310 (15*9+20+15*3+30+80) Min: 149 Mid - 6 16 27 Hard Knockdown -24 Full Body: 1 to 7 (7 Frames) 0 0
  • Ángel runs forward and hits the opponent with a series of punches and kicks, launching them after (does not actually combo into anything except for Advanced/Climax cancels)
  • EX version switches sides if the opponent is not backed up against the corner. It also does not launch, but a Climax will still hit after.
  • Exclusively used as a combo ender, but you will have a hard time justifying using this move. Low damage and poor oki, combined with Ángel’s very poor returns on dumping meter, will make it much more worthwhile to end combos with moves like 66K or 624BD to get better oki.

Blue Monday Counter

Blue Monday Counter
4623BD
4623BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

200 (100+100) N/A - 1 10 35 Hard Knockdown N/A - 0 0

D D

200 (100+100) N/A - 1 10 35 Hard Knockdown N/A - 0 0

BD BD

350 (150+200) N/A - 1 10 35 Hard Knockdown N/A - 0 0
  • Ángel lifts her knee up. If an opponent hits her during the fairly tight active frame window, she will Rock Bottom them (switching sides) and then perform The People's Elbow.
  • 2-bar version does more damage, and nothing else.
  • 1F startup means this move will beat safejumps clean, including crossups. Consider this as an option when your opponent is at least than 20% HP, or if you are backed up into the corner.
  • Due to its tight active frame window and ability to beat safejumps, this move is best used on wakeup.
  • Can be canceled into from normal and Unchain Circle moves; this should be avoided as it will almost certainly be a waste of meter
  • 2-bar version can be cancelled into from Real Rave (her other super), and this can then be Climax cancelled. If the counter is done raw, it cannot be Climax cancelled.

Climax Super Special Moves

Ascension Time
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
430 (100+60*4+120) Min: 230 Mid - 10 9 37 Hard Knockdown -20 Full Body: 1 to 11 (11 Frames) 0 0
  • Ángel flips forward and comes down hard with her legs. If this hits, the rest of the animation (and damage) plays, in which Ángel hits the opponent with a few punches before stuffing their face into her chest and dropping to the ground hard, taking the opponent down with her.
  • Don't use this too close to the opponent, she will jump over them and whiff
  • Not an overhead
  • There are two kicks that come out when you activate this attack. The first kick is the one that plays the animation and does full damage. The second kick will give you a knockdown, but does not play the animation and will only do 150 damage.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Ángel Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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