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The King of Fighters '94/Joe Higashi/Data: Difference between revisions

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Bossobee (talk | contribs)
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Line 8: Line 8:
| input = cl.A
| input = cl.A
| images = KOF94_Joe_clA.png
| images = KOF94_Joe_clA.png
| hitboxes =  
| hitboxes = KOF94_Joe_clA_Hitbox.png
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = 5A, 2A, SP
| startup =  
| startup = 3
| active =  
| active = 3
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 28: Line 28:
| input = cl.B
| input = cl.B
| images = KOF94_Joe_clB.png
| images = KOF94_Joe_clB.png
| hitboxes =  
| hitboxes = KOF94_Joe_clA_Hitbox-1.png, KOF94_Joe_clB_Hitbox-2.png
| damage =  
| damage = 18-21
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 4
| active =  
| active = 6
| recovery =  
| recovery = 6
| hitadv =  
| hitadv = +1
| blockadv =  
| blockadv = +4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 48: Line 48:
| input = cl.c
| input = cl.c
| images = KOF94_Joe_clC.png
| images = KOF94_Joe_clC.png
| hitboxes =  
| hitboxes = KOF94_Joe_clC_Hitbox.png
| damage =  
| damage = 26-33
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = SP
| startup =  
| startup = 3
| active =  
| active = 8
| recovery =  
| recovery = 9
| hitadv =  
| hitadv = +4
| blockadv =  
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 68: Line 68:
| input = cl.D
| input = cl.D
| images = KOF94_Joe_clD.png
| images = KOF94_Joe_clD.png
| hitboxes =  
| hitboxes = KOF94_Joe_clD_Hitbox.png
| damage =  
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = SP
| startup =  
| startup = 4
| active =  
| active = 8
| recovery =  
| recovery = 10
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 90: Line 90:
| images = KOF94_Joe_fA.png
| images = KOF94_Joe_fA.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 9-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = 5A
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +2
| blockadv =  
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 110: Line 110:
| images = KOF94_Joe_fB.png
| images = KOF94_Joe_fB.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 7
| active =  
| active = 4
| recovery =  
| recovery = 8
| hitadv =  
| hitadv = -1
| blockadv =  
| blockadv = +2
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 130: Line 130:
| images = KOF94_Joe_fC.png
| images = KOF94_Joe_fC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 26-34
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 6
| active =  
| active = 8
| recovery =  
| recovery = 17
| hitadv =  
| hitadv = -4
| blockadv =  
| blockadv = -2
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 150: Line 150:
| images = KOF94_Joe_fD.png
| images = KOF94_Joe_fD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 9
| active =  
| active = 9
| recovery =  
| recovery = 18
| hitadv =  
| hitadv = -6
| blockadv =  
| blockadv = -4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 170: Line 170:
| images = KOF94_Joe_CD.png
| images = KOF94_Joe_CD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-47
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 16
| active =  
| active = 10
| recovery =  
| recovery = 10
| hitadv =  
| hitadv = KD (+70)
| blockadv =  
| blockadv = +3
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 192: Line 192:
| images = KOF94_Joe_2A.png
| images = KOF94_Joe_2A.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 8-11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = 5A, 2A, SP
| startup =  
| startup = 3
| active =  
| active = 3
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 212: Line 212:
| images = KOF94_Joe_2B.png
| images = KOF94_Joe_2B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 10-13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = 5B, 2B, SP
| startup =  
| startup = 3
| active =  
| active = 2
| recovery =  
| recovery = 4
| hitadv =  
| hitadv = +5
| blockadv =  
| blockadv = +8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 232: Line 232:
| images = KOF94_Joe_2C.png
| images = KOF94_Joe_2C.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 32-37
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 6
| active =  
| active = 5
| recovery =  
| recovery = 11
| hitadv =  
| hitadv = +5
| blockadv =  
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 252: Line 252:
| images = KOF94_Joe_2D.png
| images = KOF94_Joe_2D.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = N/A
| startup =  
| startup = 6
| active =  
| active = 8
| recovery =  
| recovery = 22
| hitadv =  
| hitadv = KD (+38~+45)
| blockadv =  
| blockadv = -7~0
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 274: Line 274:
| images = KOF94_Joe_jA.png
| images = KOF94_Joe_jA.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 10-12
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = N/A
| startup =  
| startup = 3
| active =  
| active = Until landing
| recovery =  
| recovery = 3 landing
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 294: Line 294:
| images = KOF94_Joe_njB.png
| images = KOF94_Joe_njB.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = N/A
| startup =  
| startup = 3
| active =  
| active = Until landing
| recovery =  
| recovery = 3 landing
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 314: Line 314:
| images = KOF94_Joe_jB.png
| images = KOF94_Joe_jB.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = N/A
| startup =  
| startup = 3
| active =  
| active = Until landing
| recovery =  
| recovery = 3 landing
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 334: Line 334:
| images = KOF94_Joe_jC.png
| images = KOF94_Joe_jC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 31-41
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = N/A
| startup =  
| startup = 3
| active =  
| active = 8
| recovery =  
| recovery = Until landing + 3
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 354: Line 354:
| images = KOF94_Joe_njD.png
| images = KOF94_Joe_njD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 33-43
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = N/A
| startup =  
| startup = 3
| active =  
| active = 8
| recovery =  
| recovery = Until landing + 3
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 374: Line 374:
| images = KOF94_Joe_jD.png
| images = KOF94_Joe_jD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 31-40
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = N/A
| startup =  
| startup = 6
| active =  
| active = 8
| recovery =  
| recovery = Until landing + 3
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 394: Line 394:
| images = KOF94_Joe_njD.png
| images = KOF94_Joe_njD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 33-43
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = N/A
| startup =  
| startup = 3
| active =  
| active = 8
| recovery =  
| recovery = Until landing + 3
| hitadv =  
| hitadv = KD
| blockadv =  
| blockadv =  
| invul =  
| invul =  
Line 414: Line 414:
| images = KOF94_Joe_jD.png
| images = KOF94_Joe_jD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 31-40
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = N/A
| startup =  
| startup = 6
| active =  
| active = 8
| recovery =  
| recovery = Until landing + 3
| hitadv =  
| hitadv = KD
| blockadv =  
| blockadv =  
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
===Defensive Attack===
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_defensiveattack
| name    = Defensive Attack
| input    = 6A/B while blocking
| images  = KOF94 Joe DefensiveAttack.png
| hitboxes =
| counter  =
| stun    =
| guard    = Mid
| cancel  = N/A
| startup  = 12
| active  = 10
| recovery = 18
| hitadv  = -8
| blockadv = -6
| invul    =
| display  = 200px
}}
}}


Line 436: Line 454:
| images = KOF94_Joe_CThrow.png
| images = KOF94_Joe_CThrow.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-46
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Throw
| cancel =  
| cancel = N/A
| startup =  
| startup = 1
| active =  
| active = 1
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = +62
| blockadv =  
| blockadv = N/A
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 456: Line 474:
| images = KOF94_Joe_DThrow.png
| images = KOF94_Joe_DThrow.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 36-41
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Throw
| cancel =  
| cancel = N/A
| startup =  
| startup = 1
| active =  
| active = 1
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = KD (+50)
| blockadv =  
| blockadv = N/A
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 471: Line 489:


==Specials==
==Specials==
===Byakuretsu Ken===
===Bakuretsu Ken===
====Mash A====
====Mash A====
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a
| name = Byakuretsu Ken
| name = Bakuretsu Ken
| input = Mash A
| version = Mash A
| images = KOF94_Joe_Mash_A.png
| images = KOF94_Joe_Mash_A.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 12-15 per hit
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 1
| active =  
| active = 3(4)3(4)3(4)3(4)3(4)3
| recovery =  
| recovery = 4
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 494: Line 512:
====Mash C====
====Mash C====
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_c
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_c
| name = Byakuretsu Ken
| name = Bakuretsu Ken
| input = Mash C
| version = Mash C
| images = KOF94_Joe_Mash_A.png
| images = KOF94_Joe_Mash_A.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 12-15 per hit
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 1
| active =  
| active = 2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2
| recovery =  
| recovery = 4
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 512: Line 530:
}}
}}


===Byakuretsu Finish===
===Bakuretsu Finish===
====Mash A during Byakuretsu Ken A====
====Mash A during Bakuretsu Ken A====
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a_followup
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a_followup
| name = Byakuretsu Finish
| name = Bakuretsu Finish 1
| input = Mash A during Byakuretsu Ken A
| input = Mash A during Bakuretsu Ken A
| images = KOF94_Joe_Mash_A_Followup.png
| images = KOF94_Joe_Mash_A_Followup.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 27-31
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard =  
| cancel =  
| cancel =  
| startup =  
| startup = 13
| active =  
| active = 3
| recovery =  
| recovery = 36
| hitadv = KD (+58)
| blockadv = -16
| invul =
| display  = 200px
}}
 
====Mash A, then hold C during Bakuretsu Ken A====
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a_followup_hold_c
| name = Bakuretsu Finish 2
| input = Mash A, then hold C during Bakuretsu Ken A
| images = KOF94_Joe_Mash_A_Followup_Hold_C.png
| hitboxes =
| damage = 13-15, then 27-31
| counter =
| stun  =
| guard = Mid
| cancel = N/A
| startup = 10
| active = 2(11)3
| recovery = 36
| hitadv =  
| hitadv =  
| blockadv =  
| blockadv =  
Line 537: Line 575:
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_41236a
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_41236a
| name = Hurricane Upper
| name = Hurricane Upper
| input = 41236A
| version = 41236A
| images = KOF94_Joe_41236A.png
| images = KOF94_Joe_41236A.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 24-31
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 14
| active =  
| active = Projectile
| recovery =  
| recovery = 42
| hitadv =  
| hitadv = -6
| blockadv =  
| blockadv = -4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 557: Line 595:
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_41236c
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_41236c
| name = Hurricane Upper  
| name = Hurricane Upper  
| input = 41236C
| version = 41236C
| images = KOF94_Joe_41236A.png
| images = KOF94_Joe_41236A.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 24-31
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 14
| active =  
| active = Projectile
| recovery =  
| recovery = 54
| hitadv =  
| hitadv = -6
| blockadv =  
| blockadv = -4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 578: Line 616:
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_2369b
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_2369b
| name = Tiger Kick
| name = Tiger Kick
| input = 2369B
| version = 2369B
| images = KOF94_Joe_2369B.png
| images = KOF94_Joe_2369B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 46-55
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 6
| active =  
| active = 3(1)1(1)1(1)1(1)1(1)1(1)1(1)1
| recovery =  
| recovery = 32
| hitadv =  
| hitadv = KD (+51)
| blockadv =  
| blockadv = -17
| invul =  
| invul = 2-8 full body, 9-42 lower body
| display  = 200px
| display  = 200px
}}
}}
Line 598: Line 636:
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_2369d
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_2369d
| name = Tiger Kick
| name = Tiger Kick
| input = 2369D
| version = 2369D
| images = KOF94_Joe_2369B.png
| images = KOF94_Joe_2369B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 46-55
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 14
| active =  
| active = 3(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1
| recovery =  
| recovery = 38
| hitadv =  
| hitadv = +39
| blockadv =  
| blockadv = -32
| invul =  
| invul = 2-16 full, 17-60 lower body
| display  = 200px
| display  = 200px
}}
}}
Line 619: Line 657:
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_[1]9b
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_[1]9b
| name = Slash Kick
| name = Slash Kick
| input = [1]9B
| version = [1]9B
| images = KOF94_Joe_19B.png
| images = KOF94_Joe_19B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 31-46
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 19
| active =  
| active = 13
| recovery =  
| recovery = 12
| hitadv =  
| hitadv = KD (+53~+65)
| blockadv =  
| blockadv = -1~+11
| invul =  
| invul = 19-31 low crush
| display  = 200px
| display  = 200px
}}
}}
Line 639: Line 677:
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_[1]9d
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_[1]9d
| name = Slash Kick
| name = Slash Kick
| input = [1]9D
| version = [1]9D
| images = KOF94_Joe_19B.png
| images = KOF94_Joe_19B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 31-46
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 19
| active =  
| active = 27
| recovery =  
| recovery = 14
| hitadv =  
| hitadv = KD (+58~+74)
| blockadv =  
| blockadv = -15~+11
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 663: Line 701:
| images = KOF94_Joe_6412BC.png
| images = KOF94_Joe_6412BC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 76-93
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 22
| active =  
| active = 42
| recovery =  
| recovery = 20
| hitadv =  
| hitadv = +48~+89
| blockadv =  
| blockadv = +4~+45
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
 
{{Navbox '94}}
[[Category:The King of Fighters '94]]
[[Category:The King of Fighters '94]]
[[Category:Joe Higashi]]
[[Category:Joe Higashi]]

Latest revision as of 16:51, 11 November 2023

The King of Fighters '94

OverviewStrategyDataCombos

Close Standing Normals

cl.A

Joe Higashi
joe_cla
cl.A
cl.A
Close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
9-12Mid5A, 2A, SP335+3+6-


cl.B

Joe Higashi
joe_clb
cl.B
cl.B
Close B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
18-21MidN/A466+1+4-


cl.C

Joe Higashi
joe_clc
cl.c
cl.c
Close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
26-33MidSP389+4+6-


cl.D

Joe Higashi
joe_cld
cl.D
cl.D
Close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-42MidSP4810+3+5-


Far Standing Normals

f.A

Joe Higashi
joe_fa
f.A
f.A
Far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
9-12Mid5A345+2+5-


f.b

Joe Higashi
joe_fB
F.B
F.B
Far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15MidN/A748-1+2-


f.C

Joe Higashi
joe_fc
f.C
f.C
Far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
26-34MidN/A6817-4-2-


f.D

Joe Higashi
joe_fd
f.D
f.D
Far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-42MidN/A9918-6-4-


5CD

Joe Higashi
joe_cd
5CD
5CD
Standing 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30-47MidN/A161010KD (+70)+3-


Crouching Normals

2A

Joe Higashi
joe_2a
2A
2A
Crouching 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
8-11Mid5A, 2A, SP335+3+6-


2B

Joe Higashi
joe_2b
2B
2B
Crouching 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
10-13Mid5B, 2B, SP324+5+8-


2C

Joe Higashi
joe_2c
2C
2C
Crouching 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
32-37MidN/A6511+5+7-


2D

Joe Higashi
joe_2d
2D
2D
Crouching 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-42LowN/A6822KD (+38~+45)-7~0-


Jumping Normals

j.A

Joe Higashi
joe_ja
j.A
j.A
Jumping 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
10-12HighN/A3Until landing3 landing---


nj.B

Joe Higashi
joe_njb
nj.B
nj.B
Neutral Jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15HighN/A3Until landing3 landing---


j.B

Joe Higashi
joe_jb
j.B
j.B
Jumping 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15HighN/A3Until landing3 landing---


j.C

Joe Higashi
joe_jc
j.C
j.C
Jumping 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
31-41HighN/A38Until landing + 3---


nj.D

Joe Higashi
joe_njd
nj.D
nj.D
Neutral Jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-43HighN/A38Until landing + 3---


j.D

Joe Higashi
joe_jd
j.D
j.D
Jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
31-40HighN/A68Until landing + 3---


nj.CD

Joe Higashi
joe_njcd
nj.CD
nj.CD
Neutral Jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
33-43HighN/A38Until landing + 3KD--


j.CD

Joe Higashi
joe_jcd
j.CD
j.CD
Jumping 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.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
31-40HighN/A68Until landing + 3KD--


Defensive Attack

Joe Higashi
joe_defensiveattack
6A/B while blocking
6A/B while blocking
Defensive Attack
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
-MidN/A121018-8-6-


Throws

Leg Throw

Joe Higashi
joe_cthrow
4/6C when close
4/6C when close
Leg Throw
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30-46ThrowN/A110+62N/A-


Hiza Jigoku

Joe Higashi
joe_dthrow
4/6D when close
4/6D when close
Hiza Jigoku
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
36-41ThrowN/A110KD (+50)N/A-


Specials

Bakuretsu Ken

Mash A

Joe Higashi
joe_mash_a
Bakuretsu Ken
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15 per hitMidN/A13(4)3(4)3(4)3(4)3(4)34---


Mash C

Joe Higashi
joe_mash_c
Bakuretsu Ken
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
12-15 per hitMidN/A12(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)24---


Bakuretsu Finish

Mash A during Bakuretsu Ken A

Joe Higashi
joe_mash_a_followup
Mash A during Bakuretsu Ken A
Mash A during Bakuretsu Ken A
Bakuretsu Finish 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
27-31--13336KD (+58)-16-


Mash A, then hold C during Bakuretsu Ken A

Joe Higashi
joe_mash_a_followup_hold_c
Mash A, then hold C during Bakuretsu Ken A
Mash A, then hold C during Bakuretsu Ken A
Bakuretsu Finish 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
13-15, then 27-31MidN/A102(11)336---


Hurricane Upper

41236A

Joe Higashi
joe_41236a
Hurricane Upper
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
24-31MidN/A14Projectile42-6-4-


41236C

Joe Higashi
joe_41236c
Hurricane Upper
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
24-31MidN/A14Projectile54-6-4-


Tiger Kick

2369B

Joe Higashi
joe_2369b
Tiger Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
46-55MidN/A63(1)1(1)1(1)1(1)1(1)1(1)1(1)132KD (+51)-172-8 full body, 9-42 lower body


2369D

Joe Higashi
joe_2369d
Tiger Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
46-55MidN/A143(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)138+39-322-16 full, 17-60 lower body


Slash Kick

[1]9B

Joe Higashi
joe_[1]9b
Slash Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
31-46MidN/A191312KD (+53~+65)-1~+1119-31 low crush


[1]9D

Joe Higashi
joe_[1]9d
Slash Kick
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
31-46MidN/A192714KD (+58~+74)-15~+11-


Supers

Screw Upper

Joe Higashi
joe_6412BC
6412BC
6412BC
Screw Upper
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
76-93MidN/A224220+48~+89+4~+45-


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