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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Sylvie Profile.png|thumb|One of the last remnants of NESTS, the beautiful young girl Sylvie was considered useless by the secret society until the day she demonstrated the extent of her electromagnetic powers.<br/>The previous KOF saw her make some new friends besides her beloved eyeball accessories, which seems to have given her a little confidence boost. ]]<section end="image"/>
<section begin="image"/>[[File:KOFXV duolon Profile.png|thumb|Duo Lon is a handsome young man with long, flowing hair (worn in a queue-style braid) and a somewhat somber air about him.<br/>He seeks out his father, Ron, leader of—and eventual traitor to—the Hizoku clan of assassins. During his quest he meets Ash, Elisabeth, and other fighters.  
{{TOClimit|3}}
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 40f
<br>'''Hop:''' 32f
<br>'''Backdash:''' 23f
<br>'''Run Speed Ranking:''' 3
</big></div>]]<section end="image"/>
{{TOClimit|3}}  
==Movelist==
==Movelist==


Line 10: Line 16:
'''Throws'''
'''Throws'''


C Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
Suishu Shoukou - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]


D Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
Suishu Houki - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


'''Command Normals'''
'''Command Normals'''


TemplateCommandA - [[image:fd.gif]] + [[image:a.gif]]
Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*)


TemplateCommandB - [[image:fd.gif]] + [[image:b.gif]]
Air Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*) (Midair Only)
 
Air Genmukyaku - [[image:fd.gif]] + [[image:b.gif]] (*) (Midair Only)
 
Hiei Kyaku - [[image:fd.gif]] + [[image:b.gif]]
 
Target Combo 1 - [[image:b.gif]] > [[image:d.gif]] (Midair Only)


'''Special Moves'''
'''Special Moves'''


TemplateSpecialQCF - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Genmukyaku - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
 
TemplateSpecialQCB - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)


TemplateSpecialDP - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
:┗Shaki Juuryuu 2 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]
::┗Shaki Juuryuu 3 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]
:::┗Himou Kyaku Forward - [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
:::┗Himou Kyaku Backward - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (from EX Shaki Juuryuu Only)


TemplateSpecialHCB - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)


TemplateSpecialRDP [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
:┗Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) (from EX Himou Kyaku Forward Only)


TemplateSpecialRekka1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
:┗TemplateSpecialRekka2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
:┗Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
::┗TemplateSpecialRekka3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


'''Super Special Moves'''
'''Super Special Moves'''


TemplateSuper1 - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
Hiden Genmu Bakuto Shikon - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)


TemplateSuper2 - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)
Hiden Genmu Onryou Heki - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)


'''Climax Super Special Moves'''
'''Climax Super Special Moves'''


TemplateClimax - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]
Mugen Juon Toubu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]


==Quick Combo Reference==
==Quick Combo Reference==
Line 55: Line 69:
| '''0 Meter'''
| '''0 Meter'''
|
|
Anywhere<br/>
Low confirm<br/>
Anywhere<br/>
Anywhere<br/>
|
|
move > move > move = 0 dmg<br/>
2B > 2A > 236A ~ 6P ~ 6P ~ 6B, cl.D = 153 dmg<br/>
move > move > move = 0 dmg<br/>
cl.D > 6A > 236C ~ 6P ~ 6P ~ 6B, cl.D = 258 dmg<br/>
|-
|-
| '''½ Meter'''
| '''½ Meter'''
|
|
Anywhere<br/>
Low confirm<br/>
Anywhere<br/>
Anywhere<br/>
|
|
move > move > move = 0 dmg<br/>
2B > 2A > 6AC > 236C ~ 6P ~ 6P ~ 6B, cl.D = 223 dmg<br/>
move > move > move = 0 dmg<br/>
cl.D > 6A > 236AC ~ 6P ~ 6P, 236C ~ 6P ~ 6P ~ 6B, cl.D = 311 dmg<br/>
|-
|-
| '''1 Meter'''
| '''1 Meter'''
Line 89: Line 103:
==Gameplay Overview==
==Gameplay Overview==
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.
| intro = '''''{{SUBPAGENAME}} is a tricky hybrid character with smothering mixup rushdown and a bevy of powerful zoning normals.'''''
| pros=
| pros=
* '''Placeholder''': Placeholder.
* '''Quick Mix''': Duo Lon's post-rekka options can be blisteringly fast. Canceling a reset into a command dash gives Duo scary left-right mixup, and if the opponent gets wise, he can simply make space for himself, bait a reversal, and punish accordingly.
* '''Placeholder''': Placeholder.
* '''Long, Strong Buttons''': Duo Lon's normals, command or otherwise, control space impressively well. His j.6A and j.6B have incredible range for pestering opponents air-to-air and on the ground, respectively, and his grounded 6A can be canceled into several of his other tools to create or maintain space, start combos, or confirm stray hits into super cancels.
* '''Placeholder''': Placeholder.
* '''Pick Your Poison''': Duo Lon can play at range, pestering his opponent with big normals, command dashing to and fro, and keeping up a "wall" of sorts with his unique low-and-slow projectile, or he can flick a switch and turn into a mixup monster with his assortment of rekkas, resets, and side-switch guessing games. The choice is yours!


| cons=
| cons=
* '''Placeholder''': Placeholder.
* '''Low Damage''': Even with meter, Duo Lon's damage is ''just'' a tad lower than a good chunk of the roster's. This is ostensibly to keep his mixups in check, but if your opponent gets wise to said mixup, you're forced to do pretty paltry damage.
* '''Placeholder''': Placeholder.
* '''Punishingly Unsafe''': In the worst case scenario that his rekkas are blocked, Duo Lon is dead in the water. Metered or not, his command dashes can still be hit or thrown out of, meaning there's no escape from a prepared opponent.
* '''Placeholder''': Placeholder.
* '''Slow, Weird Buttons''': While his buttons are strong, they're also awkward—learning their use cases can be a bit much at first, and some of them leave you wide open for punishment if done carelessly. Also, see below.
* '''6A Whiffs on Crouchers''': Genmuken, Duo Lon's 6A command normal, whiffs on crouching opponents. This forces players to either settle for significantly worse conversions, spend an extra half bar on 6AC, or risk being punished for a whiffed command normal.
* '''No Meterless Reversal''': Surprising nobody, the mixup-oriented character has to rely on supers for an invincible reversal. Thankfully, Duo Lon only has to spring for the level 1 version of his "get off of me" super, but it's still pretty inconvenient.
}}
}}
{{#ev:youtube|8P3OsZt5tDE|||'''Character breakdown'''|frame}}


==Normals==
==Normals==
Line 105: Line 123:
====Far A====
====Far A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_fa
|moveId=duolon_fa
|description=
|description=
* Placeholder
* Doesn't hit crouchers, except for large characters (Maxima, Antonov, Dinosaur)
* Placeholder
* Placeholder
* Placeholder
* Placeholder
Line 115: Line 133:
====Far B====
====Far B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=sylviefb
|moveId=duolon_fb
|description=
|description=
* Placeholder
* Placeholder
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====Far C====
====Far C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=sylviefc
|moveId=duolon_fc
|description=
|description=
* Placeholder
* Exceptional range, one of the few standing normals that will hit an opponent at round start distance.
* Placeholder
* Painfully slow at 12 frame startup.
* Placeholder
Placeholder
}}
}}


====Far D====
====Far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=sylviefd
|moveId=duolon_fd
|description=
|description=
* Placeholder
* Like f.A, f.D also doesn't hit crouchers, except for large characters (Maxima, Antonov, Dinosaur)
* Placeholder
* Placeholder
* Placeholder
* Placeholder
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====Close A====
====Close A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_cla
|moveId=duolon_cla
|description=
|description=
* Placeholder
* Placeholder
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====Close B====
====Close B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_clb
|moveId=duolon_clb
|description=
|description=
* Placeholder
* Placeholder
Line 166: Line 182:
====Close C====
====Close C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_clc
|moveId=duolon_clc
|description=
|description=
* Placeholder
Your fastest heavy at 5 frames, but not forcing standing on hit and deceptively short activation range(meaning you get the sluggish 12 frame far C instead) make this button somewhat risky to use.
* Placeholder
* Placeholder
Placeholder
}}
}}


====Close D====
====Close D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_cld
|moveId=duolon_cld
|description=
|description=
* Placeholder
* Forces stand on hit, guaranteeing a combo into 6A.
* Placeholder
Only one frame slower than close C, but better activation proximity and aforementioned force standing make it a better choice generally.
* Placeholder
Placeholder
}}
}}


Line 187: Line 198:
====Crouch A====
====Crouch A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2a
|moveId=duolon_2a
|description=
|description=
* Placeholder
* Placeholder
Line 197: Line 208:
====Crouch B====
====Crouch B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2b
|moveId=duolon_2b
|description=
|description=
* Placeholder
* Placeholder
Line 207: Line 218:
====Crouch C====
====Crouch C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2c
|moveId=duolon_2c
|description=
|description=
* Placeholder
* Forces stand on hit, guaranteeing a combo into 6A.
* Placeholder
Decent anti-air, if slightly slow on recovery.
* Placeholder
Placeholder
}}
}}


====Crouch D====
====Crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2d
|moveId=duolon_2d
|description=
|description=
* Placeholder
* Placeholder
Line 228: Line 237:
====Jump A====
====Jump A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_ha,charName_ja
|moveId=duolon_ha,duolon_ja
|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Placeholder
* Placeholder
Line 240: Line 250:
====Jump B====
====Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_hb,charName_jb
|moveId=duolon_hb,duolon_jb
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Placeholder
* Can hit crossup(full jump only)
* Placeholder
Useful as an instant overhead.
* Placeholder
Placeholder
}}
}}


====Jump C====
====Jump C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_hc,charName_jc
|moveId=duolon_hc,duolon_jc
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Placeholder
* Placeholder
Line 264: Line 274:
====Jump D====
====Jump D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_hd,charName_jd
|moveId=duolon_hd,duolon_jd
|name=jump D
|name=jump D
|input=j.D
|input=j.D
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Placeholder
* Placeholder
Line 277: Line 288:
====Blowback====
====Blowback====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_cd
|moveId=duolon_cd
|description=
|description=
* Placeholder
* Has similar hitbox issues as with f.A and f.D, generally whiffing against most crouchers.
* Placeholder
* Has a lower hitbox closer to Duo Lon, allowing him to hit crouchers at closer distances.
* Placeholder
* Placeholder
Placeholder
Placeholder
Line 287: Line 298:
====Shatter Strike====
====Shatter Strike====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_236cd
|moveId=duolon_236cd
|description=
|description=
* Placeholder
* Doesn't suffer from the hitbox issues that plague regular stand CD.
* Placeholder
* Placeholder
* Placeholder
* Placeholder
Placeholder
Placeholder
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=duolon_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}


====Jump CD====
====Jump CD====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_hcd,charName_jcd
|moveId=duolon_hcd,duolon_jcd
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Placeholder
* Placeholder
Line 306: Line 328:
Placeholder
Placeholder
}}
}}


==Rush Moves==
==Rush Moves==
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_rush1,charName_rush2
|moveId=duolon_rush1,duolon_rush2
|name=rush
|name=rush
|input=cl.AA/c.AAX
|input=cl.AA/c.AAX
Line 317: Line 338:
* Placeholder
* Placeholder
* Placeholder
* Placeholder
Placeholder
Goes into A rekkas, (MAX) Hiden Genmu Bakuto Shikon (Dash Super) or Climax.
}}
}}


Line 323: Line 344:
==Throws==
==Throws==
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId = charName_cthrow
|moveId = duolon_cthrow
|name=C Throw
|name=Suishu Shoukou
|description=
|description=
* Placeholder
* Placeholder
Line 333: Line 354:


{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId = charName_dthrow
|moveId = duolon_dthrow
|name=D Throw
|name=Suishu Houki
|description=
|description=
* Placeholder
* Placeholder
Line 344: Line 365:


==Command Moves==
==Command Moves==
===TemplateCommandA===
===Genmuken===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_6a
|moveId=duolon_6a,duolon_6ac
|hitboxCaptions= Normal Version, EX Version
|description2=
* EX Genmuken functions like a special move for cancelling purposes. This makes it possible to cancel into from 2D or stand CD where you could not for regular 6A.
* 6A whiffs against crouchers while 6AC does not.
* 6AC sucks in the opponent on hit.
Placeholder
}}
 
===Air Genmuken===
{{FrameDataCargo-KOFXV
|moveId=duolon_j6a,duolon_j6ac
|hitboxCaptions= Normal Version, EX Version
|description2=
* EX version has anywhere juggle properties. No scaling penalty is applied even in this situation.
* Placeholder
* Placeholder
Placeholder
}}
 
===Air Genmukyaku===
{{FrameDataCargo-KOFXV
|moveId=duolon_j6b,duolon_j6bd
|hitboxCaptions= Normal Version, EX Version
|description2=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}
 
===Hiei Kyaku ===
{{FrameDataCargo-KOFXV
|moveId=duolon_6b
|description=
|description=
* Placeholder
* Placeholder
Line 354: Line 408:
}}
}}


===Guillo-Ton!===
===Target Combo 1===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_6b
|moveId=duolon_jb_d
|description=
|description=
* Placeholder
* Placeholder
Line 363: Line 417:
Placeholder
Placeholder
}}
}}


==Special Moves==
==Special Moves==
===TemplateSpecialQCF===
===Genmukyaku===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_236a,charName_236c,charName_236ac
|moveId=duolon_623b,duolon_623d,duolon_623bd
|name=TemplateSpecialQCF
|name=Genmukyaku
|input=236A/C/AC
|input=623B/D/BD
|hitboxCaptions= B Version, D Version, EX Version
|description3=
|description3=
* Placeholder
* Placeholder
Line 378: Line 432:
}}
}}


===TemplateSpecialQCB===
===Shaki Juuryuu 1===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_214a,charName_214c,charName_214ac
|moveId=duolon_236a,duolon_236c,duolon_236ac
|name=TemplateSpecialQCB
|name=Shaki Juuryuu 1
|input=214A/C/AC
|input=236A/C/AC
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Placeholder
* Placeholder
Line 389: Line 444:
Placeholder
Placeholder
}}
}}
===TemplateSpecialDP===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_623a,charName_623c,charName_623ac
|moveId=duolon_236a6p,duolon_236c6p,duolon_236ac6p
|name=TemplateSpecialDP
|name=Shaki Juuryuu 2
|input=623A/C/AC
|input=236A/C/AC~6P
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Placeholder
* Placeholder
Line 401: Line 455:
Placeholder
Placeholder
}}
}}
===TemplateSpecialHCB===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_6246a,charName_6246c,charName_6246ac
|moveId=duolon_236a6p6p,duolon_236c6p6p,duolon_236ac6p6p
|name=TemplateSpecialHCB
|name=Shaki Juuryuu 3
|input=6246A/C/AC
|input=236A/C/AC~6P~6P
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Placeholder
* Placeholder
Line 413: Line 466:
Placeholder
Placeholder
}}
}}
===TemplateSpecialRDP===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_4214b,charName_4214d,charName_4214bd
|moveId=duolon_236a6p6p6b,duolon_236c6p6p6b,duolon_236ac6p6p6b
|name=TemplateSpecialRDP
|name=B Himou Kyaku Forward Follow Up
|input=4214B/D/BD
|input=236A/C/AC~6P~6P~6B
|description3=
|description3=
* Placeholder
* Placeholder
Line 425: Line 476:
Placeholder
Placeholder
}}
}}
===TemplateSpecialRekka1===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_214a,charName_214c,charName_214ac
|moveId=duolon_236a6p6p6d,duolon_236c6p6p6d,duolon_236ac6p6p6d
|name=TemplateSpecialRekka1 1
|name=D Himou Kyaku Forward Follow Up
|input=214A/C/AC
|input=236A/C/AC~6P~6P~6D
|captions=
|description3=
|description3=
* Placeholder
* Placeholder
Line 439: Line 487:
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_214a214p,charName_214c214p,charName_214ac214p
|moveId=duolon_236a6p6p6bd,duolon_236c6p6p6bd,duolon_236ac6p6p6bd
|name=TemplateSpecialRekka 2
|name=EX Himou Kyaku Forward Follow Up
|input=214A/C/AC~214A/C
|input=236A/C/AC~6P~6P~6BD
|description3=
|description3=
* Placeholder
* Placeholder
Line 449: Line 497:
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_214a214p214p,charName_214c214p214p,charName_214ac214p214p
|moveId=duolon_236ac6p6p4b,duolon_236ac6p6p4d,duolon_236ac6p6p4bd
|name=TemplateSpecialRekka 3
|name=Himou Kyaku Backward Follow Up to EX Rekka Ender
|input=214A/C/AC~214A/C~214A/C
|input=236AC~6P~6P~4K
|hitboxCaptions= B Version, , D Version, , EX Version
|description3=
|description3=
* Placeholder
* Placeholder
Line 459: Line 508:
}}
}}


==Super Special Moves==
===Juon Shikon===
===TemplateSuper1===
{{FrameDataCargo-KOFXV
|moveId=duolon_214a,duolon_214c,duolon_214ac
|name=Juon Shikon
|input=214A/C/AC
|hitboxCaptions= Normal Version, EX Version
|description3=
* Placeholder
* Placeholder
* Placeholder
The AC version is cancelable into teleports.  It hits three times and stays on the screen even if Duo Lon gets hit.
}}
 
===Himou Kyaku Forward===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_236236a,charName_236236c,charName_236236ac
|moveId=duolon_236b,duolon_236d,duolon_236bd
|name=TemplateSuper1
|name=Himou Kyaku Forward
|input=236236A/C/AC
|input=236B/D/BD
|hitboxCaptions= B Version, , D Version, , EX Version
|description3=
|description3=
* Placeholder
* Placeholder
Line 472: Line 534:
}}
}}


===TemplateSuper2===
===Himou Kyaku Backward===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_236236b,charName_236236d,charName_236236bd
|moveId=duolon_214b,duolon_214d,duolon_214bd
|name=TemplateSuper2
|name=Himou Kyaku Backward
|input=236236B/D/BD
|input=214B/D/BD
|hitboxCaptions= B Version, , D Version, , EX Version
|description3=
|description3=
* Placeholder
* Placeholder
Line 482: Line 545:
* Placeholder
* Placeholder
Placeholder
Placeholder
}}
==Super Special Moves==
===Hiden Genmu Bakuto Shikon===
{{FrameDataCargo-KOFXV
|moveId=duolon_214236p,duolon_214236ac
|name=Hiden Genmu Bakuto Shikon
|input=214236A/C/AC
|hitboxCaptions= Normal Version, Max Version
|description2=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}
===Hiden Genmu Onryou Heki===
{{FrameDataCargo-KOFXV
|moveId=duolon_214214p,duolon_214214ac
|name=Hiden Genmu Onryou Heki
|input=214214A/C/AC
|hitboxCaptions= Normal Version, , Max Version
|description2=
* All versions are fully invulnerable frame 1.
Stubby horizontal range, but covers behind Duo Lon. A pretty good reversal for one bar.
}}
}}


==Climax Super Special Moves==
==Climax Super Special Moves==
===TemplateClimax===
===Mugen Juon Toubu===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=charName_2141236cd
|moveId=duolon_2141236cd
|name=TemplateClimax
|name=Mugen Juon Toubu
|input=2141236CD
|input=2141236CD
|description=
|description=
Line 500: Line 588:


==Videos==
==Videos==
{{#ev:youtube|IGffinSuRQ8|||'''CHARACTER NAME Trailer'''|frame}}
{{#ev:youtube|2e0A6PN3pVE|||'''Duo Lon Trailer'''|frame}}


{{CharNavbox_XV}}
{{CharNavbox_XV}}
Line 506: Line 594:


[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]
[[Category:charName]]
[[Category:Duo Lon]]

Latest revision as of 02:04, 2 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Duo Lon is a handsome young man with long, flowing hair (worn in a queue-style braid) and a somewhat somber air about him.
He seeks out his father, Ron, leader of—and eventual traitor to—the Hizoku clan of assassins. During his quest he meets Ash, Elisabeth, and other fighters.
Jump: 40f
Hop: 32f
Backdash: 23f
Run Speed Ranking: 3

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Suishu Shoukou - / +

Suishu Houki - / +

Command Normals

Genmuken - + (*)

Air Genmuken - + (*) (Midair Only)

Air Genmukyaku - + (*) (Midair Only)

Hiei Kyaku - +

Target Combo 1 - > (Midair Only)

Special Moves

Genmukyaku - + / (*)

Shaki Juuryuu 1 - + / (*)

┗Shaki Juuryuu 2 - + /
┗Shaki Juuryuu 3 - + /
┗Himou Kyaku Forward - + / (*)
┗Himou Kyaku Backward - + / (*) (from EX Shaki Juuryuu Only)

Juon Shikon - + / (*)

Himou Kyaku Forward - + / (*)

┗Shaki Juuryuu 1 - + / (*) (from EX Himou Kyaku Forward Only)

Himou Kyaku Forward - + / (*)

┗Juon Shikon - + /

Super Special Moves

Hiden Genmu Bakuto Shikon - + / (!)

Hiden Genmu Onryou Heki - + / (!)

Climax Super Special Moves

Mugen Juon Toubu - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low confirm
Anywhere

2B > 2A > 236A ~ 6P ~ 6P ~ 6B, cl.D = 153 dmg
cl.D > 6A > 236C ~ 6P ~ 6P ~ 6B, cl.D = 258 dmg

½ Meter

Low confirm
Anywhere

2B > 2A > 6AC > 236C ~ 6P ~ 6P ~ 6B, cl.D = 223 dmg
cl.D > 6A > 236AC ~ 6P ~ 6P, 236C ~ 6P ~ 6P ~ 6B, cl.D = 311 dmg

1 Meter

Anywhere
Anywhere

move > move > move = 0 dmg
move > move > move = 0 dmg

2 Meter

Anywhere
Corner

move > move > move = 0 dmg
move > move > move = 0 dmg

Gameplay Overview

Duo Lon is a tricky hybrid character with smothering mixup rushdown and a bevy of powerful zoning normals.
Pros Cons
  • Quick Mix: Duo Lon's post-rekka options can be blisteringly fast. Canceling a reset into a command dash gives Duo scary left-right mixup, and if the opponent gets wise, he can simply make space for himself, bait a reversal, and punish accordingly.
  • Long, Strong Buttons: Duo Lon's normals, command or otherwise, control space impressively well. His j.6A and j.6B have incredible range for pestering opponents air-to-air and on the ground, respectively, and his grounded 6A can be canceled into several of his other tools to create or maintain space, start combos, or confirm stray hits into super cancels.
  • Pick Your Poison: Duo Lon can play at range, pestering his opponent with big normals, command dashing to and fro, and keeping up a "wall" of sorts with his unique low-and-slow projectile, or he can flick a switch and turn into a mixup monster with his assortment of rekkas, resets, and side-switch guessing games. The choice is yours!
  • Low Damage: Even with meter, Duo Lon's damage is just a tad lower than a good chunk of the roster's. This is ostensibly to keep his mixups in check, but if your opponent gets wise to said mixup, you're forced to do pretty paltry damage.
  • Punishingly Unsafe: In the worst case scenario that his rekkas are blocked, Duo Lon is dead in the water. Metered or not, his command dashes can still be hit or thrown out of, meaning there's no escape from a prepared opponent.
  • Slow, Weird Buttons: While his buttons are strong, they're also awkward—learning their use cases can be a bit much at first, and some of them leave you wide open for punishment if done carelessly. Also, see below.
  • 6A Whiffs on Crouchers: Genmuken, Duo Lon's 6A command normal, whiffs on crouching opponents. This forces players to either settle for significantly worse conversions, spend an extra half bar on 6AC, or risk being punished for a whiffed command normal.
  • No Meterless Reversal: Surprising nobody, the mixup-oriented character has to rely on supers for an invincible reversal. Thankfully, Duo Lon only has to spring for the level 1 version of his "get off of me" super, but it's still pretty inconvenient.


Character breakdown

Normals

Far Standing Normals

Far A

stand A
5A
5A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 9 +2 +0 - 30 60
  • Doesn't hit crouchers, except for large characters (Maxima, Antonov, Dinosaur)
  • Placeholder
  • Placeholder

Placeholder

Far B

stand B
5B
5B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 4 12 -1 -3 - 30 60
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Far C

stand C
5C
5C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 12 2 19 0 -2 - 70 120
  • Exceptional range, one of the few standing normals that will hit an opponent at round start distance.
  • Painfully slow at 12 frame startup.

Far D

stand D
5D
5D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 9 5 20 -4 -6 - 70 120
  • Like f.A, f.D also doesn't hit crouchers, except for large characters (Maxima, Antonov, Dinosaur)
  • Placeholder
  • Placeholder

Placeholder

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid chain, command 4 3 7 +5 +3 - 30 60
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low chain, command 5 4 7 +4 +2 - 30 60
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 4 20 -3 -5 - 70 120

Your fastest heavy at 5 frames, but not forcing standing on hit and deceptively short activation range(meaning you get the sluggish 12 frame far C instead) make this button somewhat risky to use.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 6 6 15 +0 -2 - 70 120
  • Forces stand on hit, guaranteeing a combo into 6A.

Only one frame slower than close C, but better activation proximity and aforementioned force standing make it a better choice generally.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid chain, command 5 4 7 +4 +2 - 30 60
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low chain, super 5 4 9 +2 0 - 15 30
  • Placeholder
  • Placeholder
  • Placeholder

Placeholder

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 7 7 21 -7 -9 - 70 120
  • Forces stand on hit, guaranteeing a combo into 6A.

Decent anti-air, if slightly slow on recovery.

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 9 6 26 SKD (+26/+53) -4 - 70 120
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Jump Normals

Jump A

jump A
j.A
j.A

Hop Version
Jump Version

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

hop A hop A

40 High special 5 7 1 on ground +10~+11 +10~+11 - 30 50

jump A jump A

45 High special 5 7 1 on ground +10~+11 +10~+11 - 30 60
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Jump B

jump B
j.B
j.B

Hop Version
Jump Version

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

hop B hop B

40 High - 5 7 1 on ground +2~+11 +2~+11 - 30 50

jump B jump B

35 High - 5 7 1 on ground -1~+11 -1~+11 - 30 60
  • Can hit crossup(full jump only)

Useful as an instant overhead.

Jump C

jump C
j.C
j.C

Hop Version
Jump Version

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

hop C hop C

70 High special 7 5 1 on ground +6~+14 +9~+14 - 70 100

jump C jump C

70 High special 7 5 1 on ground +6~+11 +9~+14 - 70 120
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Jump D

jump D
j.D
j.D

Hop Version
Jump Version

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

hop D hop D

70 High - 8 6 1 on ground +5~+11 +8~+14 - 70 100

jump D jump D

70 High - 8 6 1 on ground +2~+11 +5~+14 - 70 120
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Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 16 4 28 Wall Splat (+68~+84) / SKD (Air hit) -9 - 100 160
  • Has similar hitbox issues as with f.A and f.D, generally whiffing against most crouchers.
  • Has a lower hitbox closer to Duo Lon, allowing him to hit crouchers at closer distances.
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Shatter Strike

ShatterStrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Doesn't suffer from the hitbox issues that plague regular stand CD.
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AdvanceStrike

AdvanceStrike
214CD
214CD

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

Jump CD

jump CD
j.CD
j.CD

Hop Version
Jump Version

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

hop CD hop CD

80 Mid special 14 7 1 on ground SKD +13~+17 - 80 120

jump CD jump CD

90 Mid special 14 7 1 on ground SKD +14~+21 - 80 140
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Rush Moves

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

cl.AA cl.AA

48 (25+25) Mid - 6 - - -5 -7 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 6 - - -3 -5 - 30 180 (60+60+60)
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Goes into A rekkas, (MAX) Hiden Genmu Bakuto Shikon (Dash Super) or Climax.


Throws

Suishu Shoukou
(close) 4/6+C
(close) 4/6+C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 HKD (+55) Unblockable - 0 0
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Suishu Houki
(close) 4/6+D
(close) 4/6+D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 HKD (+46) Unblockable - 0 0
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Command Moves

Genmuken

Genmuken
6A
6A

Normal Version
EX Version

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

A A

40 Mid special 12 [10] 4 20 -3 -5 - 40 40

AC AC

60 (30+30) Mid special 10 4 18 -1 -3 - 0 80 (40+40)
  • EX Genmuken functions like a special move for cancelling purposes. This makes it possible to cancel into from 2D or stand CD where you could not for regular 6A.
  • 6A whiffs against crouchers while 6AC does not.
  • 6AC sucks in the opponent on hit.

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Air Genmuken

Air Genmuken
6A
6A

Normal Version
EX Version

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

A A

40 Mid - 13 4 1 on ground +13~+14 +13~+14 - 40 40

AC AC

80 (40+40) Mid - 9 4 1 on ground +13~+14 +13~+14 - 0 40
  • EX version has anywhere juggle properties. No scaling penalty is applied even in this situation.
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Air Genmukyaku

Air Genmukyaku
j.6B
j.6B

Normal Version
EX Version

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

B B

40 Mid - 15 4 1 on ground +1~+11 +1~+11 - 40 40

BD BD

60 High - 10 4 1 on ground +1~+10 +1~+10 - 0 40
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Hiei Kyaku

Hiei Kyaku
6B
6B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 [40] Mid super [special] 10 [10] 4 16 -5 -7 - 40 [40] 40 [40]
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Target Combo 1

Target Combo 1
j.B,D
j.B,D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
83 (45+40) - - 12 6 1 on ground - - - 70 (30+40) ?
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Special Moves

Genmukyaku

Genmukyaku
623B/D/BD
623B/D/BD

B Version
D Version
EX Version

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

B B

60 Mid super 13 5 26 SKD (+33/+60) -10 - 40 40

D D

60 Mid super 15 5 31 SKD (+28/+55) -15 - 40 40

BD BD

80 Mid - 15 5 26 Launch (+44/+71) -10 - 0 40
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Shaki Juuryuu 1

Shaki Juuryuu 1
236A/C/AC
236A/C/AC

Normal Version
EX Version

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

A A

20 Mid super 9 5 25 -7 -9 - 20 20

C C

30 Mid super 15 5 27 -1 -13 - 40 40

AC AC

30 Mid - 15 5 27 -11 -13 - - 40
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Shaki Juuryuu 2
236A/C/AC~6P
236A/C/AC~6P

Normal Version
EX Version

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

A A

20 Mid super 11 5 29 -13 -15 - 20 20

C C

30 Mid super 11 5 31 -15 -17 - 40 40

AC AC

30 Mid - 11 5 31 -15 -17 - 0 40
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Shaki Juuryuu 3
236A/C/AC~6P~6P
236A/C/AC~6P~6P

Normal Version
EX Version

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

A A

25 High super 13 2 37 Launch (+23/+50) -22 - 25 25

C C

35 High super 13 2 42 Launch (+29/+56) -27 - 40 40

AC AC

35 Mid - 13 6 38 Crumple (+92) -25 - 0 40
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B Himou Kyaku Forward Follow Up
236A/C/AC~6P~6P~6B
236A/C/AC~6P~6P~6B

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

A A

- - - - - 27 SKD (+34/+61) -22 - - -

C C

- - - - - 27 SKD (+45/+72) -11 - - -

AC AC

- - - - - 27 Crumple (+108) -9 - - -
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D Himou Kyaku Forward Follow Up
236A/C/AC~6P~6P~6D
236A/C/AC~6P~6P~6D

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

A A

- - - - - 37 SKD (+20/+47) -25 - - -

C C

- - - - - 37 SKD (+31/+58) -25 - - -

AC AC

- - - - - 27 Crumple (+98) -19 - - -
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EX Himou Kyaku Forward Follow Up
236A/C/AC~6P~6P~6BD
236A/C/AC~6P~6P~6BD

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

A A

- - - - - 50 SKD (+11/+38) -34 - - -

C C

- - - - - 50 SKD (+22/+49) -34 - - -

AC AC

- - - - - 50 Crumple (+85) -32 - - -
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Himou Kyaku Backward Follow Up to EX Rekka Ender
236AC~6P~6P~4K
236AC~6P~6P~4K

B Version
D Version
EX Version

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

B B

- - - - - 32 Crumple (+103) -14 - - -

D D

- - - - - 42 Crumple (+93) -24 - - -

BD BD

- - - - - 36 Crumple (+99) -18 Full Body: 1 to 10 (10 Frames) - -
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Juon Shikon

Juon Shikon
214A/C/AC
214A/C/AC

Normal Version
EX Version

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

A A

60 Mid - 18 60 33 -6~+27 -9~+24 - 40 40

C C

65 Mid - 28 100 30 -3~+27 -6~+24 - 40 40

AC AC

98 (30+30+40) Mid - 22 120 31 +8~+29 +3~+24 - 0 120 (40+40+40)
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The AC version is cancelable into teleports. It hits three times and stays on the screen even if Duo Lon gets hit.

Himou Kyaku Forward

Himou Kyaku Forward
236B/D/BD
236B/D/BD

B Version
D Version
EX Version

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

B B

- - - - - 27 - - - - -

D D

- - - - - 37 - - - - -

AC AC

- - - - - 50 - - - - -
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Himou Kyaku Backward

Himou Kyaku Backward
214B/D/BD
214B/D/BD

B Version
D Version
EX Version

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

B B

- - - - - 32 - - - - -

D D

- - - - - 42 - - - - -

AC AC

- - - - - 36 - - Full Body: 1 to 10 (10 Frames) - -
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Super Special Moves

Hiden Genmu Bakuto Shikon

Hiden Genmu Bakuto Shikon
214236A/C/AC
214236A/C/AC

Normal Version
Max Version

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

A or C A or C

160 (160+0) Min: 80 Mid advanced, climax 10 13 54 HKD (+37) -48~-36 Full Body: 1 to 3 (3 Frames) 0 0

AC AC

340 (35*4+200) Min: 168 Mid climax 8 17 54 HKD (+63) -52~-39 Full Body: 1 (1 Frame), Projectile Invincibility: 2 to 20 (19 Frames) 0 0
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Hiden Genmu Onryou Heki

Hiden Genmu Onryou Heki
214214A/C/AC
214214A/C/AC

Normal Version
Max Version

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

A or C A or C

175 (15*11+10) Min: 82 Mid advanced, climax 7 60 73 HKD (+35) -47 Full Body: 1 to 15 (15 Frames) 0 0

AC AC

335 (15*19+50) Min: 158 Mid climax 6 17 54 HKD (+63) -38 Full Body: 1 to 27 (27 Frames) 0 0
  • All versions are fully invulnerable frame 1.

Stubby horizontal range, but covers behind Duo Lon. A pretty good reversal for one bar.

Climax Super Special Moves

Mugen Juon Toubu

Mugen Juon Toubu
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
431 (0+10*28+150+1) Min: 216 Mid - 13 30 55 HKD (+37) -66 Full Body: 1 to 21 (21 Frames) 0 0
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Misc

Videos

Duo Lon Trailer
The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
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