|description2=A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump.
|description2=A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump.
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 226:
Line 227:
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2= * Can cross up
|description2= * Can cross up
A quick air kick. Can cross up and also functions as a fast anti air.
A quick air kick. Can cross up and also functions as a fast anti air.
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 238:
Line 241:
|description2=Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space.
|description2=Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space.
}}
}}
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 271:
Line 275:
|description=
|description=
Much like his CD, one of the best in the game. Universal start-up alleviates the speed issue, so you just the benefits of the giant hitbox.
Much like his CD, one of the best in the game. Universal start-up alleviates the speed issue, so you just the benefits of the giant hitbox.
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=meitenkun_214cd
|description=
*Same animation and range as his CD.
* The throw counter is on the feet.
}}
}}
Line 308:
Line 321:
|name=Nezou Rangeki
|name=Nezou Rangeki
|input=4/6B
|input=4/6B
|hitboxCaptions= Raw Version, Cancel Version
|description=* Values in [] indicate cancel data
|description=* Values in [] indicate cancel data
* Standing overhead
* Standing overhead
Line 333:
Line 347:
|name=Makura Nage
|name=Makura Nage
|input=214A/C/AC
|input=214A/C/AC
|captions = , Baby's First Sonic Boom.
|hitboxCaptions= A Version, , C Version, , EX Version
|description3=* A and EX version travels forward, C version travels diagonally upwards
|description3=* A and EX version travels forward, C version travels diagonally upwards
*C version causes air reset on air hit
*C version causes air reset on air hit
Line 350:
Line 364:
|name=Sen-Siss Hou
|name=Sen-Siss Hou
|input=[4]6A/C/AC
|input=[4]6A/C/AC
|captions = ,[https://youtu.be/TuNlwgIScVE This feels familiar...]
|hitboxCaptions= A Version / C Version Level 1, C Version Level 2, C Version Level 3, EX Version
|description4=* Combos from lights
|description4=* Combos from lights
*Duration of [4] charge upgrades the special to travel further, faster, and do more damage
*Duration of [4] charge upgrades the special to travel further, faster, and do more damage
Line 377:
Line 391:
|name=Sen-Siss Hou (Follow up)
|name=Sen-Siss Hou (Follow up)
|input=[4]6AC~A/C
|input=[4]6AC~A/C
|hitboxCaptions= Normal Version, EX Version
|description4=* Can be delayed
|description4=* Can be delayed
* Causes a hard knockdown from level 2 and 3 [4]6P.
* Causes a hard knockdown from level 2 and 3 [4]6P.
Line 391:
Line 406:
|name=Geki Hou
|name=Geki Hou
|input=[2]8A/C/AC
|input=[2]8A/C/AC
|hitboxCaptions= A Version / C Version Level 1, C Version Level 2, C Version Level 3,, EX Version
|description4=* Reversal and anti-air option
|description4=* Reversal and anti-air option
* Much harder to punish than basically every other reversal in the game.
* Much harder to punish than basically every other reversal in the game.
Line 404:
Line 420:
|name=Ressen Kyaku
|name=Ressen Kyaku
|input=j.214B/D/BD
|input=j.214B/D/BD
|hitboxCaptions= Normal Version, EX Version
|description3=* Values in [] indicate when move is performed after a backdash
|description3=* Values in [] indicate when move is performed after a backdash
* EX version causes a hard knockdown
* EX version causes a hard knockdown
Line 421:
Line 438:
|name=Chou Geki Hou
|name=Chou Geki Hou
|input=236236A/C/AC
|input=236236A/C/AC
|hitboxCaptions= Normal Version, Max Version
|description2=* Invincible start-up
|description2=* Invincible start-up
Meitenkun explodes in light. This is your best super as a reversal and anti-air, covering a large amount of space and having more than enough invincibility. This reliably super cancels from [2]8P to tack on some extra damage. Meitenkun dozes off after this, but the animation is interruptible with any action. Meitenkun builds meter while sleeping, but this is impractical in an actual match. Note both versions of this super cannot be Advanced or Climax cancelled.
Meitenkun explodes in light. This is your best super as a reversal and anti-air, covering a large amount of space and having more than enough invincibility. This reliably super cancels from [2]8P to tack on some extra damage. Meitenkun dozes off after this, but the animation is interruptible with any action. Meitenkun builds meter while sleeping, but this is impractical in an actual match. (recuperation rate is 1 per frame sleeping)
}}
}}
Line 433:
Line 451:
|name=Hakuchuu Musou
|name=Hakuchuu Musou
|input=236236B/D/BD
|input=236236B/D/BD
|hitboxCaptions= Normal Version, , , ,Max Version
|description2=
|description2=
Line 448:
Line 467:
|description=
|description=
Travels about 75% of the screen with invincibility about halfway through the animation. Meitenkun falls asleep after this similar to 236236P.
Travels about 75% of the screen with invincibility about halfway through the animation. Meitenkun falls asleep after this similar to 236236P. (recuperation rate is 1 per frame sleeping)
}}
}}
Line 456:
Line 475:
''Mostly frame data changes and a few other noticeable changes.''
''Mostly frame data changes and a few other noticeable changes.''
All versions of Follow-Up to C/EX Sen-Siss Hou: Active frames increased from 4 to 8. Recovery frames decreased from 29 to 25.
- All versions of Follow-Up to C/EX Sen-Siss Hou: Active frames increased from 4 to 8. Recovery frames decreased from 29 to 25.
- Hp Geki Hou Lv2: Charge time decreased from 80 to 60 frames.
Hp Geki Hou Lv2: Charge time decreased from 80 to 60 frames.
- Hp Geki Hou Lv3: Charge time decreased from 120 to 90 frames.
Hp Geki Hou Lv3: Charge time decreased from 120 to 90 frames.
- Normal and Max Chou Geki Hou: Can cancel into climax on hit.
Normal and Max Hakuchuu Musou: Can cancel into climax on hit.
===Quick Reference for Invincible Moves===
===Quick Reference for Invincible Moves===
'''Geki Hou (Charge 2,8A/C/AC):'''
- Geki Hou (Charge 2,8A/C/AC):
* '''Level 1:''' Full Strike: 1 to 4 (4 Frames)/ Upper Body: 5 to 14 (10 Frames)
* Level 1: Full Strike: 1 to 4 (4 Frames)/ Upper Body: 5 to 14 (10 Frames)
* '''Level 2:''' Full Strike: 1 to 6 (6 Frames) / Upper Body: 7 to 14 (8 Frames)
* Level 2: Full Strike: 1 to 6 (6 Frames) / Upper Body: 7 to 14 (8 Frames)
* '''Level 3:''' Full Body: 1 to 4 (4 Frames)/ Full Strike: 5 to 9 (5 Frames)/ Upper Body: 10 to 14 (5 Frames)
* Level 3: Full Body: 1 to 4 (4 Frames)/ Full Strike: 5 to 9 (5 Frames)/ Upper Body: 10 to 14 (5 Frames)
* '''EX:''' Full Body: 1 to 6 (6 Frames)/ Full Strike: 7 to 9 (3 Frames)/ Upper Body: 10 to 14 (5 Frames)
* EX: Full Body: 1 to 6 (6 Frames)/ Full Strike: 7 to 9 (3 Frames)/ Upper Body: 10 to 14 (5 Frames)
'''Chou Geki Hou (236236A/C):''' Full Body: 1 to 12 (12 Frames)
- Chou Geki Hou (236236A/C): Full Body: 1 to 12 (12 Frames)
'''Max Chou Geki Hou (236236AC):''' Full Body: 1 to 13 (13 Frames)
- Max Chou Geki Hou (236236AC): Full Body: 1 to 13 (13 Frames)
'''Hakuchuu Musou (236236B/D):''' Full Body: 1 to 9 (9 Frames)
- Hakuchuu Musou (236236B/D): Full Body: 1 to 9 (9 Frames)
'''Max Hakuchuu Musou (236236BD):''' Full Body: 1 to 11 (11 Frames)
- Max Hakuchuu Musou (236236BD): Full Body: 1 to 11 (11 Frames)
'''Seikaku Meitengyobu (2141236CD):''' Full Body: 1 to 17 (17 Frames)
- Seikaku Meitengyobu (2141236CD): Full Body: 1 to 17 (17 Frames)
Meitenkun is a defensive charge character who demands respect thanks to his high level of space control.
Pros
Cons
Great Space Control: With Makura Nage, his great air-to-air buttons, his long reaching f.C and CD normals, and his standing DP, Meitenkun is very difficult to approach. He can set the pace of the match however he desires, either playing a defensive jump-in punish game, an aggressive whiff punishment game, or a combination of the two.
Makura Nage: One of the best fireballs in the game. You can throw it into the air to anti-air certain approaches or demand space, you can use it as a combo starter with the EX version, and the A version is a pressure reset in the corner. The A version also goes very low to the ground, preventing it from being low-profiled.
High Damage with Meter: Meitenkun's metered combos are great, often dealing close to 450 damage for a single bar. His combos often have great corner carry too, and his corner damage in particular is sky high.
Metered Utility: All of Meitenkun's EX specials are great and offer him some kind of utility, whether that be for extending combos, projectile-invulnerable lariats, or forcing hard knockdown.
Strong FK: Geki Hou has barely any whiff recovery, making it incredibly difficult for most characters to punish. Combined with the EX version leading to incredible damage and oki, this move defines the character entirely and prevents most characters from being able to hop in on him.
Charge Character: Meitenkun's charge character nature makes it quite easy to react to whatever option an opponent is doing in neutral.
Charge Character: ... which makes some options not available without proper charge. As such, Meitenkun must turtle in order to be able to react.
Meterless Combos: Without meter, Meitenkun's combos are mediocre at best. They deal low damage and have poor corner carry.
Mediocre Pressure: As a tradeoff for the best zoning and defense in the game, with great neutral as well, Meitenkun's pressure is quite middling. Though his fireball pressure may seem great at first, Meitenkun's stubby lights, high pushback, bad confirms and reliance on charge make his offense mostly based around keeping the opponent blocking, and is quite linear. However, it's still workable and has very little risk.
Meter Hungry: Meitenkun's gameplan based on abusing his EX specials means that he requires meter to work and do everything. Without it, he is not very good at all.
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
super
5
3
11
+1
-1
-
30
60
A quick swipe. Surprisingly large, this is great for stopping hops.
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
-
6
8
6
+1~+4
-1~+2
-
30
60
Hits low
Meitenkun slides forward with his foot. Hits low like the animation implies, but cannot be cancelled except into Max mode. Has further range than his 2B. Although it has variable frame advantage at proper spacing, Meitenkun has trouble capitalizing on it.
The start up of this attack is similar to the start up if his 214A, and thus it can serve as a feint for his projectile. Meitenkun also moves forward slightly adding to it's extended reach. This allows you check ground approaches from opponents who are dashing at you, or attempting to escape the corner.
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
special
13
3
22
-4
-6
-
70
120
Special Cancellable
Meitenkun swings his pillow. A cancellable far normal that lets Meitenkun establish fireball blockstrings or whiff punishes at a distance. It hits slightly high letting it pre-emptively stop hops, but it tends to go under hops when they're near their apex.
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
15
3
15
+3
+1
-
70
120
Plus on block
Meitenkun steps forward and does a high kick. This is a unique advancing normal that gives Meitenkun an edge in the ground game. Plus on block and hit ensures Meitenkun gets at least some kind of reward when it lands, although no conversions outside of Quick Max cancels. Can be used to pre-emptively anti air as well. The slight hop Meitenkun does can be cancelled into special moves as early as frame 12, giving Meitenkun a pseudo-step command normal. However, the kick itself cannot be cancelled.
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
3
8
+4
+2
-
30
60
Plus on block
Quick elbow jab. Meitenkun's most plus on block normal, though unfortunately he's out of range for a close heavy on block.
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
command
4
4
9
+2
0
-
30
60
A small kick. Neutral on block and 4 frame start-up, making this his fastest normal.
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
8
4
19
-2
-4
-
70
120
A close headbutt. The start-up for this is longer than his cl.D, which is usually the reverse for most characters. The longer start-up lets Meitenkun buffer 6B early, giving you more time to charge.
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
5
5
22
-6
-8
-
70
120
A high angled split kick. This is Meitenkun's fastest heavy normal. The universal pushback on D normals sometimes causes cancels into 6B to whiff on block. Use this for punishes and the occasional anti-air. Can hit quite high giving Meitenkun more control over vertical space when up close or cornered.
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
6
3
8
+4
+2
-
30
60
A crouching jab. Has longer range than 2B and is chainable into itself making for easy confirms.
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
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
command
7
4
21
KND (+24)
-6
-
70
120
Causes a soft knockdown
Meitenkun swings his pillow at his opponent's feet. This is his sweep, which for most characters is usually assigned to their 2D button. Good range for a sweep, with slightly less range than far C, and cancellable on hit and whiff.
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
8
4
17
0
-2
-
70
120
An upside down kick. This is a functional anti-air, but it needs to be done fairly early due to it's speed. Use [2]8P to anti-air instead when possible, but this is good for emergencies when you don't have charge.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
special
6
6
1 on ground
-
-
-
30
50
jump
jump
40
High
special
6
8
1 on ground
-
-
-
30
60
A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
special
6
6
1 on ground
-
-
-
30
50
jump
jump
40
High
special
6
8
1 on ground
-
-
-
30
60
Can cross up
A quick air kick. Can cross up and also functions as a fast anti air.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
10
5
1 on ground
-
-
-
70
100
jump
jump
70
High
-
10
7
1 on ground
-
-
-
70
120
Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
9
6
1 on ground
-
-
-
70
100
jump
jump
70
High
-
9
8
1 on ground
-
-
-
70
120
Air kick. Your best jump in to start combos, although if you want to hit crouchers with this, you have to do it very late, making it prone to anti-airs more than other characters would be.
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
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
command
17
4
25
Splat (+71~+87)
-6
-
100
160
Can be cancelled into command normals
Meitenkun sticks out his pillow forward. This is one of the strongest CDs in the game, albeit a bit slow and hard to follow up outside of the corner. Interestingly you can cancel into command normals from this, most notably 4A.
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)
-10
Full Body Armor: 4 to 14 (11 frames)
0
200
Much like his CD, one of the best in the game. Universal start-up alleviates the speed issue, so you just the benefits of the giant hitbox.
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
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
80
Mid
-
13
5
1 on ground
-
-
-
80
120
jump
jump
90
Mid
-
13
7
1 on ground
-
-
-
80
140
Can cross up
Meitenkun curls into a ball to strike the opponent. Despite the animation, the hitbox on this is huge, and is Meitenkun's best vertically aimed jump in.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
Hard Knockdown
-
-
0
0
Sends them fullscreen to re-establish some zoning. If you throw them in the corner you can get a meaty jump-in or projectile.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
Hard Knockdown
Unblockable
-
0
0
Meitenkun gets very little advantage after this but is left nearly point blank, so your best offense is a grounded meaty.
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 [60]
High [Mid]
super [special]
22 [13]
3
21
-3 / OTG (Hard Knockdown [+40])
-5
-
60
80 [60]
Values in [] indicate cancel data
Standing overhead
Hits OTGs, you dont lose any oki after the OTG.
An upside down kick. This hits overhead when done raw, giving Meitenkun an extra mix-up option. You can Quick Max this for extra damage with meter. When cancelled into you can special cancel. It even combos from lights, making his light confirms relatively strong. Although by itself you can only input this as 6B, in cancels, 4B is also an acceptable input. This gives you more time to charge for [4]6P. While the move is negative on block, the pushback is far enough to avoid most punishes.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60
Mid
super
14
6
12
KND (+20)
-15
-
50
60
Causes a juggle state
Meitenkun tumbles forward. This is a unique command normal that recovers quickly on whiff and enters a specific animation on hit or block. If you space it out to whiff in front of the opponent, you can potentially throw the opponent before they can react, although this isn't foolproof. It's unsafe if it's blocked, but it can set up some stronger midscreen Quick Max combos on hit. You can cancel CD into this to make some midscreen conversions easier, but if done on block it will usually whiff and leave Meitenkun at -10.
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
65
Mid
super
18
Full Screen Projectile
27
-1
-1
-
40
40
C
C
65
Mid
super
19
Diagonal Projectile
27
-1
-1
-
40
40
AC
AC
90
Mid
-
15
Full Screen Projectile
26
Juggle (+39)
0
-
0
80
A and EX version travels forward, C version travels diagonally upwards
C version causes air reset on air hit
EX version launches
Meitenkun tosses out his pillow as a projectile. The A version goes in a straight line, traveling low enough to be unable to be low profiled under by most moves. This sets up Meitenkun's zoning game. He can use this to keep opponents out while anti airing with [2]8P or tagging rolls with [4]6P, or follow behind it to set up an offense. The C version travels diagonally upwards, capable of catching jumps pre-emptively. On air hit, it causes an air reset making it unable to be comboed after. The EX version travels horizontally at a much faster speed than the A version, and causes a juggle state. This can be used as a combo starter or to go through other regular projectiles.
When used in blockstrings, the A version sets up lots of plus frames to work with and reset your pressure. However, due to the slow speed of the A version, there will always be a significant gap between the normal and the projectile hitting, meaning your opponent can potentially hop over the projectile, although they won't have enough time to get a jump in deep enough to get a combo usually. They can also reversal through the projectile if they have that as an option.
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
Level 1
Level 1
70
Mid
-
13
8
18
Soft Knockdown (+28)
-7
-
60
80
Level 2
Level 2
85
Mid
-
13
9
17
Soft Knockdown (+28)
-7
-
70
90
Level 3
Level 3
100
Mid
-
13
9
17
Soft Knockdown (+28)
-7
-
80
100
EX level 1
EX level 1
100 (30+30+40)
Mid
-
14
9
21
Juggle (+35)
-7
-
0
100 (30+30+40)
Combos from lights
Duration of [4] charge upgrades the special to travel further, faster, and do more damage
EX version goes through projectiles
Meitenkun charges forward with a punch. Also referred to colloquially as "lunge punch". This is Meitenkun's primary combo starter and ender. It has some use in neutral as a high risk option to cover a large distance while being safe at certain spacings. This special move as a special trait; the longer you hold the 4 input, the stronger the special becomes, with 3 separate levels of strength. Each level causes the special to do more damage and travel further. The charge times are as follows:
30f-80f = Level 1
81f-119f = Level 2
120f+ = Level 3
The A version is always Level 1, so if you want to just pressure, use that version.
The EX version is only ever one level, moving the same distance as the level 3 version. This has projectile invulnerability partway through the active frames. It also launches, leading to stronger combos.
All versions including EX can advance over certain grounded projectiles such as Power Wave thanks to the small hop as part of the lunge. This hop does not translate to giving the move a 'low crush' status, it'll still trade with big lows like Khronen 2C or Yashiro 2D.
Many characters cannot deal with this nearly as well as others in neutral. Namely, characters without fast reversals or command grabs. Learn which characters can blow through this move on reaction and ones that can't, and play the matchup accordingly.
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
Level 1
Level 1
20
Mid
super
6
8
25
Soft Knockdown (+25)
-14
-
20
20
Level 2
Level 2
40
Mid
super
6
8
25
Hard Knockdown (+24)
-14
-
40
40
Level 3
Level 3
40
Mid
super
6
8
25
Hard Knockdown (+66)
-14
-
40
40
EX level 1
EX level 1
40
Mid
-
6
8
25
Hard Knockdown (+68)
-14
-
0
40
Can be delayed
Causes a hard knockdown from level 2 and 3 [4]6P.
A follow-up to [4]6P. This follow-up is even more unsafe than [4]6P by itself, so ideally you should only be using this on hit. However, you can delay the follow-up on a blocked [4]6P to frame trap someone trying to punish the initial punch. If you condition your opponent to look for the follow-up before punishing, you could potentially get away unpunished if you don't do the follow-up at all.
The level 1 version causes a soft knockdown, but the level 2 and 3 versions, as well as the EX version, causes a hard knockdown.
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
Level 1
Level 1
80
Mid
super
7
8
27
Juggle (+32)
-16
Full Strike: 1 to 4 (4 Frames), Upper Body: 5 to 14 (10 Frames)
80
100
Level 2
Level 2
100
Mid
super
6
9
25
Juggle (+33)
-15
Full Strike: 1 to 6 (6 Frames), Upper Body: 7 to 14 (8 Frames)
100
110
Level 3
Level 3
120
Mid
super
5
10
23
Juggle (+34)
-14
Full Body: 1 to 4 (4 Frames), Full Strike: 5 to 9 (5 Frames), Upper Body: 10 to 14 (5 Frames)
120
120
AC
AC
136 (60+80)
Mid
-
7
13
30
Juggle (+48)
-21
Full Body: 1 to 6 (6 Frames), Full Strike: 7 to 9 (3 Frames), Upper Body: 10 to 14 (5 Frames)
0
160 (80+80)
Reversal and anti-air option
Much harder to punish than basically every other reversal in the game.
Meitenkun causes an explosion around him. This is his primary anti-air, as all versions have upper body invincibility. This has the same charge level system as [4]6P. The level 1 version has full invincibility frames on start-up, but it runs out before the active frames start, making it an unreliable reversal against lows and some mids. Only the level 2, level 3, and EX versions have full body invincibility up till the active frames, but most lows will get whiff punished by level 1 anyway. The hitbox covers behind Meitenkun as well as in front, letting it beat cross-ups. If it does anti-air behind Meitenkun, you can land a small combo after. The A version is always Level 1, though unlike the lunge punch you don't really want to use the lower levels if you can help it.
The EX version's activity, hitbox, and juggle properties make it a nightmare to deal with. Use this to absolutely blow up any aerial approach attempt.
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
91~111 (25*4~5)
Mid
-
7 [14]
(2 (2) 2) until on ground
11 on ground
-1 (backdash)
-1 (backdash)
-
10 per hit
10 per hit
D
D
91~146 (25*4~7)
Mid
-
13 [14]
(2 (2) 2) until on ground
11 on ground
-1 (backdash)
-1 (backdash)
-
10 per hit
10 per hit
BD
BD
85~156 (30*3~6)
Mid
-
13
(2 (2) 2) until on ground
14 on ground
Hard Knockdown (+82)
-2
-
0
10 per hit
Values in [] indicate when move is performed after a backdash
EX version causes a hard knockdown
A rapid series of air kicks. The B version keeps your air momentum, the D and EX version drifts forward. This can be cancelled from instant hop j.A or j.B to get more advantage from it. You can also whiff the B version in neutral to build meter. EX autocorrects if you're over the opponent, allowing for some tricky crossup scenarios.
You can cancel a backdash into this, though it always moves forward like the D version when done so, even when with the B version. Since backdashes are invincible to lows on frame 1, this essentially becomes a safe low reversal, albeit a slow one.
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
180
Mid
advanced, climax
9
13
93
Hard Knockdown (+26)
-87
Full Body: 1 to 12 (12 Frames)
0
0
AC
AC
320 (160*2)
Mid
-
8
22
75 (20 on ground)
Hard Knockdown (+35)
-77
Full Body: 1 to 13 (13 Frames)
0
0
Invincible start-up
Meitenkun explodes in light. This is your best super as a reversal and anti-air, covering a large amount of space and having more than enough invincibility. This reliably super cancels from [2]8P to tack on some extra damage. Meitenkun dozes off after this, but the animation is interruptible with any action. Meitenkun builds meter while sleeping, but this is impractical in an actual match. (recuperation rate is 1 per frame sleeping)
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 or D
B or D
190 (40*3+70)
Mid
advanced, climax
10
2 (15) 2 (10) 2 (15) 2
40
Hard Knockdown (+53)
-25
Full Body: 1 to 9 (9 Frames)
0
0
BD
BD
345 (45+30*6+120)
Mid
climax
10
4 (12) 4 (14) 4 (9) 4 (15) 4 (15) 4 (18) 6 (17) 4
80
Hard Knockdown (+11)
-23
Full Body: 1 to 11 (11 Frames)
0
0
Meitenkun does a series of melee strikes. This is Meitenkun's ideal combo super, as it can Advanced and Climax cancel into his other supers. The level 2 version is invincible, but has trouble against airborne opponents so it's not recommended to use defensively over 236236AC.
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
444 (50+28*9+142) Min:260
Mid
-
11
12
117
Hard Knockdown (+64)
-110
Full Body: 1 to 17 (17 Frames)
0
0
Travels about 75% of the screen with invincibility about halfway through the animation. Meitenkun falls asleep after this similar to 236236P. (recuperation rate is 1 per frame sleeping)
Misc
2.11 Patch Notes
Mostly frame data changes and a few other noticeable changes.
- All versions of Follow-Up to C/EX Sen-Siss Hou: Active frames increased from 4 to 8. Recovery frames decreased from 29 to 25.
- Hp Geki Hou Lv2: Charge time decreased from 80 to 60 frames.
- Hp Geki Hou Lv3: Charge time decreased from 120 to 90 frames.
- Normal and Max Chou Geki Hou: Can cancel into climax on hit.
Quick Reference for Invincible Moves
- Geki Hou (Charge 2,8A/C/AC):
Level 1: Full Strike: 1 to 4 (4 Frames)/ Upper Body: 5 to 14 (10 Frames)
Level 2: Full Strike: 1 to 6 (6 Frames) / Upper Body: 7 to 14 (8 Frames)
Level 3: Full Body: 1 to 4 (4 Frames)/ Full Strike: 5 to 9 (5 Frames)/ Upper Body: 10 to 14 (5 Frames)
EX: Full Body: 1 to 6 (6 Frames)/ Full Strike: 7 to 9 (3 Frames)/ Upper Body: 10 to 14 (5 Frames)
- Chou Geki Hou (236236A/C): Full Body: 1 to 12 (12 Frames)
- Max Chou Geki Hou (236236AC): Full Body: 1 to 13 (13 Frames)
- Hakuchuu Musou (236236B/D): Full Body: 1 to 9 (9 Frames)
- Max Hakuchuu Musou (236236BD): Full Body: 1 to 11 (11 Frames)
- Seikaku Meitengyobu (2141236CD): Full Body: 1 to 17 (17 Frames)