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The King of Fighters '94/Sie Kensou/Data: Difference between revisions
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Line 13: | Line 13: | ||
| images = KOF94_Kensou_fA.png | | images = KOF94_Kensou_fA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 32: | Line 32: | ||
| images = KOF94_Kensou_clB.png | | images = KOF94_Kensou_clB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 10-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 6 | ||
| hitadv = | | hitadv = +1 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 51: | Line 51: | ||
| images = KOF94_Kensou_clC.png | | images = KOF94_Kensou_clC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 28-37 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = -2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 71: | Line 71: | ||
| images = KOF94_Kensou_clD.png | | images = KOF94_Kensou_clD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 5 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 11 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 92: | Line 92: | ||
| images = KOF94_Kensou_fA.png | | images = KOF94_Kensou_fA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 111: | Line 111: | ||
| images = KOF94_Kensou_fB.png | | images = KOF94_Kensou_fB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 130: | Line 130: | ||
| images = KOF94_Kensou_fC.png | | images = KOF94_Kensou_fC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 28-35 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 11 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = +4 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 149: | Line 149: | ||
| images = KOF94_Kensou_fD.png | | images = KOF94_Kensou_fD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-44 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 13 | ||
| recovery = | | active = 8 | ||
| hitadv = | | recovery = 11 | ||
| blockadv = | | hitadv = +2 | ||
| blockadv = +4 | |||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 167: | Line 168: | ||
| images = KOF94_Kensou_CD.png | | images = KOF94_Kensou_CD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-47 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 19 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 9 | ||
| hitadv = KD | | hitadv = KD (+77) | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 188: | Line 189: | ||
| images = KOF94_Kensou_2A.png | | images = KOF94_Kensou_2A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 7-9 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = 2A, 5A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 207: | Line 208: | ||
| images = KOF94_Kensou_2B.png | | images = KOF94_Kensou_2B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = 5B, 2B, SP | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 226: | Line 227: | ||
| images = KOF94_Kensou_2C.png | | images = KOF94_Kensou_2C.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-38 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 7 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 12 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 246: | Line 247: | ||
| images = KOF94_Kensou_2D.png | | images = KOF94_Kensou_2D.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 32-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 7 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 22 | ||
| hitadv = KD | | hitadv = KD (+41) | ||
| blockadv = | | blockadv = -5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 267: | Line 268: | ||
| images = KOF94_Kensou_jA.png | | images = KOF94_Kensou_jA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = Until Landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 280: | Line 281: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==== | ====nj.B==== | ||
{{MoveData-KOF94 | character = Sie Kensou | moveId = Kensou_njb | {{MoveData-KOF94 | character = Sie Kensou | moveId = Kensou_njb | ||
| name = Neutral Jump B | | name = Neutral Jump B | ||
Line 286: | Line 287: | ||
| images = KOF94_Kensou_njB.png | | images = KOF94_Kensou_njB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = Until Landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = | | hitadv = - | ||
| blockadv = | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 305: | Line 306: | ||
| images = KOF94_Kensou_jB.png | | images = KOF94_Kensou_jB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = | | hitadv = - | ||
| blockadv = | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 324: | Line 325: | ||
| images = KOF94_Kensou_jC.png | | images = KOF94_Kensou_jC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-37 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 343: | Line 344: | ||
| images = KOF94_Kensou_njB.png | | images = KOF94_Kensou_njB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 35-44 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 362: | Line 363: | ||
| images = KOF94_Kensou_jD.png | | images = KOF94_Kensou_jD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-39 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 381: | Line 382: | ||
| images = KOF94_Kensou_njB.png | | images = KOF94_Kensou_njB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 35-44 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = N | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = - | | hitadv = - | ||
| blockadv = - | | blockadv = - | ||
Line 400: | Line 401: | ||
| images = KOF94_Kensou_jD.png | | images = KOF94_Kensou_jD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-39 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = - | |||
| blockadv = - | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Defensive Attack=== | |||
{{MoveData-KOF94 | character = Sie Kensou | moveId = kensou_defensiveattack | |||
| name = Defensive Attack | |||
| input = 6A/B while blocking | |||
| images = KOF94 Kensou DefensiveAttack.png | |||
| hitboxes = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 15 | |||
| active = 12 | |||
| recovery = 17 | |||
| hitadv = N/A? | |||
| blockadv = N/A? | |||
| invul = | |||
| display = 200px | |||
}} | }} | ||
Line 417: | Line 441: | ||
| images = KOF94_Kensou_CThrow.png | | images = KOF94_Kensou_CThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-42 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = 1 | | startup = 1 | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+40) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
Line 436: | Line 460: | ||
| images = KOF94_Kensou_DThrow.png | | images = KOF94_Kensou_DThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 34-43 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = 1 | | startup = 1 | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+47) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
Line 459: | Line 483: | ||
| images = KOF94_Kensou_214A.png | | images = KOF94_Kensou_214A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 24-31 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 14 | ||
| active = | | active = Projectile | ||
| recovery = | | recovery = 38 | ||
| hitadv = | | hitadv = -2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 478: | Line 502: | ||
| images = KOF94_Kensou_214A.png | | images = KOF94_Kensou_214A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 24-31 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 14 | ||
| active = | | active = Projectile | ||
| recovery = | | recovery = 38 | ||
| hitadv = | | hitadv = -2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 499: | Line 523: | ||
| images = KOF94_Kensou_41236A.png | | images = KOF94_Kensou_41236A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 54-63 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 10 | ||
| active = | | active = 14 | ||
| recovery = | | recovery = 12 | ||
| hitadv = | | hitadv = KD (+77) | ||
| blockadv = | | blockadv = +1 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 518: | Line 542: | ||
| images = KOF94_Kensou_41236A.png | | images = KOF94_Kensou_41236A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 54-63 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 10 | ||
| active = | | active = 18 | ||
| recovery = | | recovery = 12 | ||
| hitadv = | | hitadv = KD (+77) | ||
| blockadv = | | blockadv = +1 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 539: | Line 563: | ||
| images = KOF94_Kensou_421B.png | | images = KOF94_Kensou_421B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 32-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 10 | ||
| active = | | active = 18 | ||
| recovery = | | recovery = 25 | ||
| hitadv = | | hitadv = KD (+56) | ||
| blockadv = | | blockadv = -19 | ||
| invul = | | invul = 1-12 full | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==== | ====421D==== | ||
{{MoveData-KOF94 | character = Sie Kensou | moveId = Kensou_421d | {{MoveData-KOF94 | character = Sie Kensou | moveId = Kensou_421d | ||
| name = Ryugakusai | | name = Ryugakusai | ||
| input = 421D | | input = 421D | ||
| images = | | images = KOF94_Kensou_421B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 50-59 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 13 | ||
| active = | | active = 22 | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = KD (+59) | ||
| blockadv = | | blockadv = -26 | ||
| invul = | | invul = 1-15 full | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 579: | Line 603: | ||
| images = KOF94_Kensou_23646D.png | | images = KOF94_Kensou_23646D.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 126-144 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 15 | ||
| active = | | active = 2(6)2(8)2(23)17 | ||
| recovery = | | recovery = 50 | ||
| hitadv = | | hitadv = KD (+66) | ||
| blockadv = | | blockadv = -34 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px |
Latest revision as of 02:24, 15 August 2023
Idle
Normals
Close Standing Normals
cl.A
Sie Kensou Kensou_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. | ||
9-11 | Mid | N/A | 6 | 3 | 5 | +2 | +5 | - |
cl.B
Sie Kensou Kensou_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. | ||
10-12 | Mid | SP | 4 | 4 | 6 | +1 | +4 | - |
cl.C
Sie Kensou Kensou_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. | ||
28-37 | Mid | SP | 6 | 8 | 15 | -2 | 0 | - |
cl.D
Sie Kensou Kensou_cld | ||||||||||
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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. | ||
33-41 | Mid | SP | 5 | 7 | 11 | +3 | +5 | - |
Far Standing Normals
Far A
Sie Kensou Kensou_fa | ||||||||||
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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. | ||
9-11 | Mid | N/A | 6 | 3 | 5 | +2 | +5 | - |
Far B
Sie Kensou Kensou_fb | ||||||||||
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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. | ||
9-12 | Mid | N/A | 6 | 4 | 5 | +2 | +5 | - |
Far C
Sie Kensou Kensou_fc | ||||||||||
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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. | ||
28-35 | Mid | N/A | 11 | 8 | 9 | +4 | +6 | - |
Far D
Sie Kensou Kensou_fd | ||||||||||
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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. | ||
33-44 | Mid | N/A | 13 | 8 | 11 | +2 | +4 | - |
Standing CD
Sie Kensou Kensou_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. | ||
30-47 | Mid | N/A | 19 | 8 | 9 | KD (+77) | +6 | - |
Crouching Normals
2A
Sie Kensou Kensou_2a | ||||||||||
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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. | ||
7-9 | Mid | 2A, 5A, SP | 3 | 3 | 5 | +3 | +6 | - |
2B
Sie Kensou Kensou_2b | ||||||||||
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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. | ||
9-11 | Low | 5B, 2B, SP | 6 | 4 | 5 | +2 | +5 | - |
2C
Sie Kensou Kensou_2c | ||||||||||
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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. | ||
30-38 | Mid | N/A | 7 | 7 | 12 | +2 | +4 | - |
2D
Sie Kensou Kensou_2d | ||||||||||
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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. | ||
32-41 | Low | SP | 7 | 5 | 22 | KD (+41) | -5 | - |
Jumping Normals
j.A
Sie Kensou Kensou_ja | ||||||||||
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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. | ||
9-11 | High | N/A | 6 | Until Landing | 3 landing | - | - | - |
nj.B
Sie Kensou Kensou_njb | ||||||||||
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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. | ||
9-11 | High | N/A | 9 | Until Landing | 3 landing | - | - | - |
j.B
Sie Kensou Kensou_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. | ||
9-12 | High | N/A | 6 | Until landing | 3 landing | - | - | - |
j.C
Sie Kensou Kensou_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. | ||
30-37 | High | N/A | 8 | 8 | Until landing + 3 | - | - | - |
nj.D
Sie Kensou Kensou_njd | ||||||||||
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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. | ||
35-44 | High | N/A | 9 | 8 | Until landing + 3 | - | - | - |
j.D
Sie Kensou Kensou_jd | ||||||||||
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j.D
j.D Jumping 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. | ||
30-39 | High | N/A | 8 | 8 | Until landing + 3 | - | - | - |
nj.CD
Sie Kensou Kensou_njcd | ||||||||||
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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. | ||
35-44 | High | N/A | 9 | 8 | Until landing + 3 | - | - | - |
j.CD
Sie Kensou Kensou_jcd | ||||||||||
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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. | ||
30-39 | High | N/A | 8 | 8 | Until landing + 3 | - | - | - |
Defensive Attack
Sie Kensou kensou_defensiveattack | ||||||||||
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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. | ||
- | Mid | N/A | 15 | 12 | 17 | N/A? | N/A? | - |
Throws
Hakki
Sie Kensou Kensou_cthrow | ||||||||||
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4/6 C when close
4/6 C when close Hakki | ||||||||||
Damagez (x+y) 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. | ||
33-42 | Throw | N/A | 1 | 1 | 0 | KD (+40) | N/A | - |
Tomoe Nage
Sie Kensou Kensou_dthrow | ||||||||||
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4/6 D when close
4/6 D when close Tomoe Nage | ||||||||||
Damagez (x+y) 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. | ||
34-43 | Throw | N/A | 1 | 1 | 0 | KD (+47) | N/A | - |
Special Moves
Choukyudan
214A
Sie Kensou Kensou_214a | ||||||||||
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214A
214A Choukyudan | ||||||||||
Damagez (x+y) 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. | ||
24-31 | Mid | N/A | 14 | Projectile | 38 | -2 | 0 | - |
214C
Sie Kensou Kensou_214c | ||||||||||
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214C
214C Choukyudan | ||||||||||
Damagez (x+y) 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. | ||
24-31 | Mid | N/A | 14 | Projectile | 38 | -2 | 0 | - |
Ryurenga
41236A
Sie Kensou Kensou_41236a | ||||||||||
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41236a
41236a Ryurenga | ||||||||||
Damagez (x+y) 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. | ||
54-63 | Mid | N/A | 10 | 14 | 12 | KD (+77) | +1 | - |
41236C
Sie Kensou Kensou_41236c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236C
41236C Ryurenga | ||||||||||
Damagez (x+y) 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. | ||
54-63 | Mid | N/A | 10 | 18 | 12 | KD (+77) | +1 | - |
Ryugakusai
421B
Sie Kensou Kensou_421b | ||||||||||
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421B
421B Ryugakusai | ||||||||||
Damagez (x+y) 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. | ||
32-41 | Mid | N/A | 10 | 18 | 25 | KD (+56) | -19 | 1-12 full |
421D
Sie Kensou Kensou_421d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
421D
421D Ryugakusai | ||||||||||
Damagez (x+y) 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. | ||
50-59 | Mid | N/A | 13 | 22 | 31 | KD (+59) | -26 | 1-15 full |
Desperation Moves
Shinryu Tenbukyaku
Sie Kensou Kensou_23646d | ||||||||||
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23646D
23646D Shinryu Tenbukyaku | ||||||||||
Damagez (x+y) 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. | ||
126-144 | Mid | N/A | 15 | 2(6)2(8)2(23)17 | 50 | KD (+66) | -34 | - |